Fix illumination
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@@ -16,9 +16,9 @@ const char * vs =
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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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"Normal = aNormal;"
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"FragPos = vec3( rot * vec4(aPos, 1.0));"
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" FragPos = vec3( rot * mdl * vec4(aPos, 1.0));"
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"}";
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@@ -35,16 +35,16 @@ const char * fs =
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"void main()"
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"{"
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" vec4 color = texture( palette, vec3( 0, 0, index ) ).rgba;"
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" vec3 lightColor = vec3(1,1,1);"
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" vec3 lightPos = vec3(10,10,10);"
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" vec3 lightPos = vec3(0,000,-15);"
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" vec3 lightDir = normalize(lightPos - FragPos);"
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" vec3 norm = normalize(Normal);"
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" vec3 lightDir = normalize(lightPos - FragPos);"
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" float diffuse = max(dot(norm, lightDir), 0.0);"
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" float ambient = 0.1;"
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" FragColor = vec4((ambient + diffuse)*lightColor,1.0)* texture( palette, vec3( 0, 0, index ) ).rgba;"
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" float ambient = 0.5;"
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" FragColor = vec4((ambient + diffuse)*lightColor,1.0)*color;"
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"}";
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@@ -38,8 +38,6 @@ void fill_normal( float * d, float * n )
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glm_vec3_copy( norm_vec, (n+1)+i );
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glm_vec3_copy( norm_vec, (n+1)+i+3 );
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glm_vec3_copy( norm_vec, (n+1)+i+6 );
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}
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}
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@@ -68,7 +66,6 @@ int main( void )
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gload_program( shader, fs, FRAGMENT );
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use_shader( shader );
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load_fix_matrix( shader, (float)WIDTH/HEIGHT );
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if( !( m_cube = create_mesh( d_cube ) ) )
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