More rendering stuff
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Executable
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#ifdef GL_ES
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precision mediump float;
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#endif
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varying vec4 v_col;
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void main(){
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gl_FragColor = v_col;
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}
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Executable
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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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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(0.5);
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void main(){
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vec3 norc = ambientColor * clamp(lerp(dot(a_normal, ambientDir), 1.0, 0.6), 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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}
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