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Rendering, OpenGL, and Lighting - Caltech

Rendering, OpenGL, and Lighting - Caltech

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Sample fragment shaderuniform int ambientEnabled; // same as in vertex shadervarying vec3 normal, lightDir; // same as in vertex shadervoid main() {vec4 color = vec4(0, 0, 0, 0);if (ambientEnabled)color = gl_LightModel.ambient * gl_FrontMaterial.ambient;float NdotL = max(dot(normalize(normal),normalize(lightDir)), 0.0);color += (gl_FrontMaterial.diffuse * gl_LightSource[0].diffuse *NdotL);gl_FragColor = color;}

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