Real-time lighting + solar system rendering
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@@ -2,20 +2,22 @@ attribute vec4 a_position;
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attribute vec3 a_normal;
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attribute vec4 a_color;
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uniform mat4 u_projModelView;
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uniform mat4 u_proj;
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uniform mat4 u_trans;
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uniform vec3 u_lightdir;
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uniform vec3 u_ambientColor;
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varying vec4 v_col;
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const vec3 ambientColor = vec3(1.0);
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const vec3 ambientDir = normalize(vec3(1.0, 1.0, 1.0));
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const vec3 diffuse = vec3(0.3);
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const vec3 diffuse = vec3(0.2);
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const vec3 v1 = vec3(1.0, 0.0, 1.0);
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const vec3 v2 = vec3(1.0, 0.5, 0.0);
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void main(){
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vec3 norc = ambientColor * (diffuse + vec3(clamp((dot(a_normal, u_lightdir) + 1.0) / 2.0, 0.0, 1.0)));
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vec3 norc = u_ambientColor * (diffuse + vec3(clamp((dot(a_normal, u_lightdir) + 1.0) / 2.0, 0.0, 1.0)));
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v_col = a_color * vec4(norc, 1.0);
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gl_Position = u_projModelView * a_position;
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gl_Position = u_proj * u_trans * a_position;
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}
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