Merge: roberto -> main
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@@ -45,6 +45,7 @@ const char * fs_plain =
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" FragColor = texture( palette, vec3( 0, 0, index ) ).rgba;"
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"}";
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const char * fs =
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"#version 330 core\n"
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@@ -62,11 +63,7 @@ const char * fs =
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" vec3 lightPos = vec3(0,0,-15);"
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" vec3 lightDir = normalize(lightPos - FragPos);"
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/*
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We use the absoulute value, insted of the traditional "max(...,0.0);"
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so we can ignore the orientation of the triangles in openGL.
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*/
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" float diffuse = abs(dot(Normal, lightDir)); "
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" float diffuse = max(dot(Normal, lightDir),0.0); "
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" float ambient = 0.5;"
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" FragColor = (ambient + diffuse)*color;"
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