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source/blender/gpu/shaders/gpu_shader_simple_lighting_frag.glsl
| #ifndef USE_GPU_SHADER_CREATE_INFO | |||||
| #ifndef USE_INSTANCE_COLOR | # ifndef USE_INSTANCE_COLOR | ||||
| uniform vec4 color; | uniform vec4 color; | ||||
| #endif | # endif | ||||
| uniform vec3 light; | uniform vec3 light; | ||||
| in vec3 normal; | in vec3 normal; | ||||
| #ifdef USE_INSTANCE_COLOR | # ifdef USE_INSTANCE_COLOR | ||||
| flat in vec4 finalColor; | flat in vec4 finalColor; | ||||
| # define color finalColor | # define color finalColor | ||||
| #endif | # endif | ||||
| out vec4 fragColor; | out vec4 fragColor; | ||||
| #endif | |||||
| void main() | void main() | ||||
| { | { | ||||
| fragColor = color; | fragColor = simple_lighting_data.color; | ||||
| fragColor.xyz *= clamp(dot(normalize(normal), light), 0.0, 1.0); | fragColor.xyz *= clamp(dot(normalize(normal), simple_lighting_data.light), 0.0, 1.0); | ||||
| } | } | ||||