fix: add normal-based diffuse lighting so cube is visible as 3D
- Fragment shader: directional light dot(normal, lightDir) with 0.2 ambient - Vertex shader: pass normal through mat3(model) to fragment - Same-color faces now have different shading based on orientation
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@@ -1,8 +1,11 @@
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#version 450
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layout(location = 0) in vec3 fragColor;
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layout(location = 1) in vec3 fragNormal;
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layout(location = 0) out vec4 outColor;
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void main() {
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outColor = vec4(fragColor, 1.0);
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vec3 lightDir = normalize(vec3(0.5, 0.8, 0.3));
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float diff = max(dot(normalize(fragNormal), lightDir), 0.2);
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outColor = vec4(fragColor * diff, 1.0);
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}
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@@ -5,6 +5,7 @@ layout(location = 1) in vec3 inColor;
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layout(location = 2) in vec3 inNormal;
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layout(location = 0) out vec3 fragColor;
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layout(location = 1) out vec3 fragNormal;
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layout(row_major, set = 0, binding = 0) uniform CameraUBO {
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mat4 vp;
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@@ -17,4 +18,5 @@ layout(row_major, push_constant) uniform PC {
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void main() {
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gl_Position = vp * pc.model * vec4(inPosition, 1.0);
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fragColor = inColor;
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fragNormal = mat3(pc.model) * inNormal;
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}
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