basic lighting
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@@ -3,8 +3,9 @@
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layout(location = 0) in vec3 position; // Vertex position
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layout(location = 1) in vec3 normal; // Vertex normal
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layout(location = 2) in vec2 texCoord; // Vertex texture coordinate
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out vec3 Color; // Output color to the fragment shader
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out vec2 TexCoord; // Output texture coordinate to the fragment shader
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out vec3 Normal;
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out vec3 FragPos;
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out vec2 TexCoord;
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uniform mat4 model;
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uniform mat4 view;
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@@ -12,6 +13,7 @@ uniform mat4 projection;
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void main() {
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gl_Position = projection * view * model * vec4(position, 1.0); // Apply transformation matrices
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Color = normal * 0.5 + 0.5; // Simple coloring based on normal
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TexCoord = texCoord; // Pass through the texture coordinate
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FragPos = vec3(model * vec4(position, 1.0));
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Normal = mat3(transpose(inverse(model))) * normal;
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TexCoord = texCoord;
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}
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