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16 lines
350 B
GLSL
16 lines
350 B
GLSL
#version 150 core
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in vec3 v_normal;
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in vec2 v_uv;
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flat in uint v_tex_index;
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out vec4 color;
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uniform sampler2DArray tex;
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void main() {
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// base color from texture
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color = texture(tex, vec3(v_uv, v_tex_index));
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//basic "lighting"
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float light = abs(v_normal.x) + .8 * abs(v_normal.y) + .6 * abs(v_normal.z);
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color *= vec4(vec3(light), 1.);
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}
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