units
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#version 400
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in vec3 vNormal;
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in vec3 vWorldPos;
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uniform vec4 u_color;
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uniform vec3 u_lightDir;
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out vec4 fragColor;
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void main()
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{
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vec3 n = normalize(vNormal);
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vec3 l = normalize(u_lightDir);
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float diff = max(dot(n, l), 0.0);
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float ambient = 0.55;
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float light = clamp(ambient + diff * 0.45, 0.0, 1.0);
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fragColor = vec4(u_color.rgb * light, u_color.a);
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}
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