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20 lines
315 B
GLSL
20 lines
315 B
GLSL
#version 430 core
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out vec4 FragColor;
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struct Material {
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sampler2D texture_diffuse1;
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sampler2D texture_specular1;
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float shininess;
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};
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in vec3 FragPos;
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in vec3 Normal;
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in vec2 TexCoords;
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uniform Material material;
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void main()
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{
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FragColor = texture(material.texture_diffuse1, TexCoords);
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}
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