Merge: roberto -> main
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@@ -2,6 +2,7 @@ const char * vs =
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"#version 330 core\n"
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"layout (location = 0) in vec3 aPos;"
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"layout (location = 1) in vec3 aNormal;"
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"uniform float idx;"
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"uniform mat4 fix;"
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@@ -9,13 +10,19 @@ const char * vs =
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"uniform mat4 mdl;"
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"out float index;"
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"out vec3 Normal;"
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"out vec3 FragPos;"
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"void main()"
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"{"
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" index=idx;"
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" Normal = mat3(transpose(inverse(rot*mdl))) * aNormal;"
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" gl_Position = fix * rot * mdl * vec4( aPos, 1.0 );\n"
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" FragPos = vec3( rot * mdl * vec4(aPos, 1.0));"
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"}";
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const char * fs =
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"#version 330 core\n"
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@@ -23,8 +30,19 @@ const char * fs =
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"in float index;"
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"out vec4 FragColor;"
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"in vec3 Normal;"
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"in vec3 FragPos;"
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"void main()"
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"{"
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" FragColor = texture( palette, vec3( 0, 0, index ) ).rgba;"
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" vec4 color = texture( palette, vec3( 0, 0, index ) ).rgba;"
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" vec3 lightPos = vec3(0,0,-15);"
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" vec3 lightDir = normalize(lightPos - FragPos);"
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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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"}";
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