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{
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"lines": [
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{"start": [-500, -500], "end": [500, 500], "color": [0.25, 0, 0.4]}
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]
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}
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{
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"lines": [
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{"start": [-500, -500], "end": [500, 500], "color": [0.25, 0, 0.4]},
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{"start": [-500, 500], "end": [500, -500], "color": [0.1, 0.7, 0.4]},
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{"start": [-400, -400], "end": [400, -400], "color": [0.3, 0.3, 0.0]},
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{"start": [400, -400], "end": [400, 400], "color": [0.0, 0.3, 0.15]},
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{"start": [400, 400], "end": [-400, 400], "color": [0.2, 0.6, 0.9]},
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{"start": [-400, 400], "end": [-400, -400], "color": [0.5, 0.3, 0.1]}
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]
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}
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#version 460 core
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in vec2 fragmentTextureCoordinates;
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uniform sampler2D sampler;
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out vec4 color;
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void main() {
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color = texture(sampler, fragmentTextureCoordinates);
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}
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#version 460 core
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layout(location = 0) in vec3 position;
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layout(location = 1) in vec2 textureCoordinates;
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uniform mat4 modelTransform;
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uniform mat4 viewTransform;
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uniform mat4 projectionTransform;
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out vec2 fragmentTextureCoordinates;
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void main() {
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gl_Position = projectionTransform * viewTransform * modelTransform * vec4(position, 1.0f);
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fragmentTextureCoordinates = vec2(textureCoordinates.x, 1.0f - textureCoordinates.y);
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}
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#version 460 core
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in vec3 fNormal;
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in vec2 fTextureCoordinates;
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in vec3 fColor;
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uniform sampler2D sampler;
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out vec4 color;
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const vec3 lightDirection = normalize(vec3(0.0f, 0.0f, -1.0f));
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void main() {
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vec3 sampleColor = texture(sampler, fTextureCoordinates).rgb;
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float intensity = clamp(dot(lightDirection, -normalize(fNormal)), 0.0f, 1.0f);
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color = vec4(intensity * sampleColor * fColor + vec3(0.15f, 0.15f, 0.15f), 1.0f);
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}
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#version 460 core
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layout(location = 0) in vec3 vPosition;
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layout(location = 1) in vec3 vNormal;
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layout(location = 2) in vec2 vTextureCoordinates;
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layout(location = 3) in vec3 vColor;
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uniform mat4 modelTransform;
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uniform mat4 viewTransform;
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uniform mat4 projectionTransform;
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out vec3 fNormal;
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out vec2 fTextureCoordinates;
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out vec3 fColor;
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void main() {
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gl_Position = projectionTransform * viewTransform * modelTransform * vec4(vPosition, 1.0f);
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fNormal = vNormal;
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fTextureCoordinates = vTextureCoordinates;
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fColor = vColor;
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}
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