fix color
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@@ -21,7 +21,7 @@ uniform int normalMapped;
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out vec4 fragColor;
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const vec3 baseColor = vec3(1.0);
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vec3 baseColor = vec3(1.0);
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const float ambientStrength = 0.1;
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const float specularStrength = 0.5;
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const float shininess = 32.0;
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@@ -56,7 +56,8 @@ void main()
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V = TBN * V;
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// use textures for normal mapped geometry
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vec3 result = ambientStrength * (bool(normalMapped) ? vec3(texture(diffuseSampler, textureCoordinates)) : baseColor);
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baseColor = bool(normalMapped) ? vec3(texture(diffuseSampler, textureCoordinates)) : baseColor;
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vec3 result = ambientStrength * baseColor;
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for (int i = 0; i < 1; i++) {
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vec3 toLight = lights[i].position - worldPosition;
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