ADD: Ambient Lightning
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@ -14,7 +14,7 @@ void main(void) {
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vec3 unitToLightDir = normalize(toLightVector);
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float cosTheta = dot(unitNormal, unitToLightDir);
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float brightness = max(cosTheta, 0.0);
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float brightness = max(cosTheta, 0.2);
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vec3 diffuse = brightness * lightColor;
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outColor = vec4(diffuse, 1.0f) * texture(textureSampler, pass_textureCoords);
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}
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