Working with lights and shadows
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@@ -53,8 +53,8 @@ void main()
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if (color.a < 0.1)
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discard;
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float ambient = 0.4;
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float diffuseStrength = 0.6;
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float ambient = 0.75;
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float diffuseStrength = 0.25;
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// Compute diffuse term; if normals are missing (zero-length) treat as fully lit
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float diffuse = 1.0;
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@@ -53,8 +53,8 @@ void main()
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if (color.a < 0.1)
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discard;
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float ambient = 0.4;
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float diffuseStrength = 0.6;
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float ambient = 0.75;
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float diffuseStrength = 0.25;
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float diffuse = 1.0;
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vec3 n = fragNormal;
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