Yey! Shader Compilation!
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@@ -16,6 +16,7 @@ uniform vec3 viewPos;
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uniform vec3 materialColor = vec3(1.0);
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uniform float ambientStrength = 0.2;
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uniform vec3 ambientColor = vec3(1.0);
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uniform float specularStrength = 0.5;
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uniform float shininess = 32.0;
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const int MAX_LIGHTS = 10;
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@@ -62,7 +63,7 @@ void main()
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norm = normalize(TBN * mapN);
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}
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vec3 ambient = ambientStrength * baseColor;
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vec3 ambient = ambientStrength * ambientColor * baseColor;
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vec3 lighting = ambient;
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int count = min(lightCount, MAX_LIGHTS);
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