Ambient Lightning
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@ -14,7 +14,7 @@ void main(void) {
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vec3 unitToLightVector = normalize(toLightVector);
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float nDotl = dot(unitNormal, unitToLightVector);
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float brightness = max(nDotl, 0.0);
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float brightness = max(nDotl, 0.2);
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vec3 diffusde = brightness * lightColor;
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out_Color = vec4(diffusde, 1.0) * texture(textureSampler, pass_textureCoords);
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