feat: add Lambertian lighting to fragment shader for surface shading
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@@ -6,5 +6,8 @@ in vec4 vColor;
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in vec3 vNormal;
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void main() {
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color = vec4(vNormal, 1.0);
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vec3 lightDirection = normalize(vec3(0.8, -0.5, 0.6));
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float lambert = max(0.0, dot(normalize(vNormal), -lightDirection));
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vec3 litColor = vColor.rgb * lambert;
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color = vec4(litColor, vColor.a);
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}
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