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#version 120
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- precision mediump float ;
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-
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#define MAX_LIGHTS 4
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#define LIGHT_DIRECTIONAL 0
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#define LIGHT_POINT 1
@@ -17,12 +15,12 @@ struct Light {
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};
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// Input vertex attributes (from vertex shader)
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- varying in vec3 fragPosition;
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- varying in vec2 fragTexCoord;
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- varying in vec4 fragColor;
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- varying in vec3 fragNormal;
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- varying in vec4 shadowPos;
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- varying in mat3 TBN;
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+ varying vec3 fragPosition;
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+ varying vec2 fragTexCoord;
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+ varying vec4 fragColor;
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+ varying vec3 fragNormal;
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+ varying vec4 shadowPos;
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+ varying mat3 TBN;
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// Input uniform values
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gl_FragColor = vec4 (color,1.0 );
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- }
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+ }
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#version 120
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- precision mediump float ;
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// This shader is based on the basic lighting shader
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// This only supports one light, which is directional, and it (of course) supports shadows
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// Input vertex attributes (from vertex shader)
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- varying in vec3 fragPosition;
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- varying in vec2 fragTexCoord;
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+ varying vec3 fragPosition;
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+ varying vec2 fragTexCoord;
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// varying in vec4 fragColor;
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- varying in vec3 fragNormal;
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+ varying vec3 fragNormal;
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// Input uniform values
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uniform sampler2D texture0;
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