void main() {
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
void main() {
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
uniform vec3 lightPos;
void main() {
vec3 lightDirection = normalize(lightPos - gl_FragCoord.xyz);
float brightness = dot(lightDirection, vec3(0.0, 0.0, 1.0));
gl_FragColor = vec4(brightness, brightness, brightness, 1.0);
}
uniform vec3 colors[3];
void main() {
gl_FragColor = vec4(colors[0], 1.0);
}
uniform vec3 lightPos;
uniform vec3 viewPos;
void main() {
vec3 viewDirection = normalize(viewPos - gl_FragCoord.xyz);
vec3 lightDirection = normalize(lightPos - gl_FragCoord.xyz);
float brightness = dot(viewDirection, lightDirection);
gl_FragColor = vec4(brightness, brightness, brightness, 1.0);
}
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