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#version 330
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
in vec4 vertexColor;
uniform mat4 mvp;
uniform mat4 matNormal;
uniform vec3 sun_direction;
uniform vec3 sun_colour;
uniform float sun_intensity;
uniform vec3 moon_direction;
uniform vec3 moon_colour;
uniform float moon_intensity;
uniform vec3 ambient_colour;
uniform float ambient_intensity;
uniform vec2 uv_tiling;
uniform vec2 uv_offset;
out vec2 frag_texcoord;
out vec4 frag_colour;
out vec3 frag_lighting;
void main() {
vec3 world_normal = normalize((matNormal * vec4(vertexNormal, 0.0)).xyz);
float sun_diffuse = abs(dot(world_normal, sun_direction));
float moon_diffuse = abs(dot(world_normal, moon_direction));
vec3 ambient_light = ambient_colour * ambient_intensity;
vec3 sun_light = sun_colour * sun_intensity * sun_diffuse;
vec3 moon_light = moon_colour * moon_intensity * moon_diffuse;
frag_lighting = ambient_light + sun_light + moon_light;
frag_texcoord = vertexTexCoord * uv_tiling + uv_offset;
frag_colour = vertexColor;
gl_Position = mvp * vec4(vertexPosition, 1.0);
}
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