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#version 330 core
out vec4 fragColor;
in vec3 normal_cameraSpace;
uniform int wire = 0;
uniform float red = 1.0;
uniform float green = 1.0;
uniform float blue = 1.0;
uniform float alpha = 1.0;
void main() {
// Do lighting in camera space
vec3 lightDir = normalize(vec3(0, 0.5, 1));
float c = clamp(dot(normal_cameraSpace, lightDir), 0, 1);
fragColor = vec4(red * c, green * c, blue * c, 1);
}
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