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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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