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@@ -11,20 +11,16 @@ uniform vec4 u_sunAmbientColor;
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uniform sampler2D u_albedoTexture;
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void main() {
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//gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
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//gl_FragColor = u_customColor * vec4(v_finalColor, 1.0) * texture2D(u_albedoTexture, v_texcoord);
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//gl_FragColor = vec4(v_finalColor, 1.0) * texture2D(u_albedoTexture, v_texcoord);
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//gl_FragColor = texture2D(u_albedoTexture, v_texcoord);
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//gl_FragColor = vec4( v_normal, 1.0 );
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//gl_FragColor = texture2D(u_albedoTexture, v_texcoord);
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// !!! NO AREF
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// vec3 color = texture2D(u_albedoTexture, v_texcoord).rgb * v_finalColor;
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vec3 color = texture2D(u_albedoTexture, v_texcoord).rgb;
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color = color * ( u_sunAmbientColor.rgb + v_finalColor.x );
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color = color + v_finalColor.y;
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//vec3 color = texture2D(u_albedoTexture, v_texcoord).rgb;
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//color = color * ( u_sunAmbientColor.rgb + v_finalColor.x );
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//color = color + v_finalColor.y;
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vec3 color = texture2D(u_albedoTexture, v_texcoord).rgb * v_finalColor;
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gl_FragColor = vec4(color.x, color.y, color.z, 1.0);
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}
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