ass: added ImGui
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93333821d8
commit
3eb73af274
31 changed files with 69057 additions and 201 deletions
12
resources/models/cube/cube.mtl
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12
resources/models/cube/cube.mtl
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# Blender 4.4.3 MTL File: 'None'
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# www.blender.org
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newmtl Material
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Ns 250.000000
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Ka 1.000000 1.000000 1.000000
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Kd 0.800000 0.800000 0.800000
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Ks 0.500000 0.500000 0.500000
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Ke 0.000000 0.000000 0.000000
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Ni 1.450000
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d 1.000000
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illum 2
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40
resources/models/cube/cube.obj
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resources/models/cube/cube.obj
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# Blender 4.4.3
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# www.blender.org
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mtllib cube.mtl
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o Cube
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v 1.000000 1.000000 -1.000000
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v 1.000000 -1.000000 -1.000000
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v 1.000000 1.000000 1.000000
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v 1.000000 -1.000000 1.000000
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v -1.000000 1.000000 -1.000000
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v -1.000000 -1.000000 -1.000000
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v -1.000000 1.000000 1.000000
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v -1.000000 -1.000000 1.000000
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vn -0.0000 1.0000 -0.0000
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vn -0.0000 -0.0000 1.0000
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vn -1.0000 -0.0000 -0.0000
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vn -0.0000 -1.0000 -0.0000
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vn 1.0000 -0.0000 -0.0000
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vn -0.0000 -0.0000 -1.0000
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vt 0.625000 0.500000
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vt 0.875000 0.500000
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vt 0.875000 0.750000
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vt 0.625000 0.750000
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vt 0.375000 0.750000
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vt 0.625000 1.000000
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vt 0.375000 1.000000
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vt 0.375000 0.000000
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vt 0.625000 0.000000
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vt 0.625000 0.250000
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vt 0.375000 0.250000
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vt 0.125000 0.500000
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vt 0.375000 0.500000
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vt 0.125000 0.750000
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s 0
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usemtl Material
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f 1/1/1 5/2/1 7/3/1 3/4/1
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f 4/5/2 3/4/2 7/6/2 8/7/2
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f 8/8/3 7/9/3 5/10/3 6/11/3
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f 6/12/4 2/13/4 4/5/4 8/14/4
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f 2/13/5 1/1/5 3/4/5 4/5/5
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f 6/11/6 5/10/6 1/1/6 2/13/6
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42
resources/shaders/directional_light.glsl
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resources/shaders/directional_light.glsl
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#version 330 core
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out vec4 FragColor;
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in vec3 Normal;
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in vec2 TexCoords;
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in vec3 FragPos;
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struct Light {
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vec3 direction;
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vec3 color;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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};
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uniform sampler2D texture_diffuse1;
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uniform vec3 viewPos;
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uniform Light light;
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void main()
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{
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// ambient// ambient
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float ambientStrength = 0.1;
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vec3 ambient = ambientStrength * light.color;
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// diffuse
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vec3 norm = normalize(Normal);
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vec3 lightDir = normalize(-light.direction);
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = diff * light.color;
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// specular
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float specularStrength = 0.5;
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vec3 viewDir = normalize(viewPos - FragPos);
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vec3 reflectDir = reflect(-lightDir, norm);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
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vec3 specular = specularStrength * spec * light.color;
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vec3 result = ambient + diffuse + specular;
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vec4 light = vec4(result, 1.0);
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FragColor = texture(texture_diffuse1, TexCoords) * light;
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}
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42
resources/shaders/frag.glsl
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resources/shaders/frag.glsl
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#version 330 core
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out vec4 FragColor;
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in vec3 Normal;
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in vec2 TexCoords;
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in vec3 FragPos;
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struct Light {
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vec3 position;
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vec3 color;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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};
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uniform sampler2D texture_diffuse1;
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uniform vec3 viewPos;
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uniform Light light;
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void main()
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{
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// ambient// ambient
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float ambientStrength = 0.1;
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vec3 ambient = ambientStrength * light.color;
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// diffuse
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vec3 norm = normalize(Normal);
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vec3 lightDir = normalize(light.position - FragPos);
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = diff * light.color;
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// specular
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float specularStrength = 0.5;
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vec3 viewDir = normalize(viewPos - FragPos);
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vec3 reflectDir = reflect(-lightDir, norm);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
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vec3 specular = specularStrength * spec * light.color;
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vec3 result = ambient + diffuse + specular;
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vec4 light = vec4(result, 1.0);
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FragColor = texture(texture_diffuse1, TexCoords) * light;
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}
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46
resources/shaders/point_light.glsl
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46
resources/shaders/point_light.glsl
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#version 330 core
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out vec4 FragColor;
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in vec3 Normal;
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in vec2 TexCoords;
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in vec3 FragPos;
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struct Light {
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vec3 position;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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float constant;
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float linear;
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float quadratic;
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};
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uniform sampler2D texture_diffuse1;
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uniform vec3 viewPos;
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uniform Light light;
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void main()
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{
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// ambient// ambient
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float ambientStrength = 0.1;
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vec3 ambient = ambientStrength * light.color;
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// diffuse
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vec3 norm = normalize(Normal);
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vec3 lightDir = normalize(-light.direction);
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = diff * light.color;
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// specular
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float specularStrength = 0.5;
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vec3 viewDir = normalize(viewPos - FragPos);
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vec3 reflectDir = reflect(-lightDir, norm);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
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vec3 specular = specularStrength * spec * light.color;
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vec3 result = ambient + diffuse + specular;
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vec4 light = vec4(result, 1.0);
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FragColor = texture(texture_diffuse1, TexCoords) * light;
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}
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#version 330 core
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out vec4 FragColor;
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in vec3 Normal;
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in vec2 TexCoords;
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in vec3 FragPos;
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uniform sampler2D texture_diffuse1;
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uniform vec3 lightColor;
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uniform vec3 lightPos;
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uniform vec3 viewPos;
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void main()
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{
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float ambientStrength = 0.1;
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vec3 ambient = ambientStrength * lightColor;
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vec3 norm = normalize(Normal);
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vec3 lightDir = normalize(lightPos - FragPos);
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = diff * lightColor;
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float specularStrength = 0.5;
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vec3 viewDir = normalize(viewPos - FragPos);
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vec3 reflectDir = reflect(-lightDir, norm);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
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vec3 specular = specularStrength * spec * lightColor;
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vec3 result = (ambient + diffuse + specular) * vec3(1.0, 0.5, 0.2);
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vec4 light = vec4(result, 1.0);
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FragColor = texture(texture_diffuse1, TexCoords) * light;
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}
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