Add lighting in VulkanTest
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@@ -5,12 +5,16 @@
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layout(binding = 1) uniform sampler2D texSampler;
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layout (location = 0) in vec3 inColor;
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layout (location = 1) in vec2 outTexCoords;
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layout (location = 0) in vec3 inNormal;
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layout (location = 1) in vec2 inUV;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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outFragColor = texture(texSampler, outTexCoords);
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vec3 lightDir = vec3(0.0, -0.707, 0.707);
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float lightFactor = dot(inNormal, lightDir);
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float gamma = 2.2;
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outFragColor = lightFactor * vec4(pow(texture(texSampler, inUV).xyz, vec3(1.0/gamma)), 1.0);
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}
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