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-#version 330
-
-// Gouraud Shader Example
-
-// INPUTS:
-
-// uniform = variables passed in from the C++ code
-// model and camera matrices:
-uniform mat4 model_view_matrix;
-uniform mat4 normal_matrix;
-uniform mat4 proj_matrix;
-
-// properties of the light:
-uniform vec3 light_in_eye_space;
-uniform vec4 Ia, Id, Is;
-
-// properties of the material we are lighting:
-uniform vec4 ka, kd, ks;
-uniform float s;
-
-
-// these variables come from the mesh data stored in buffers in gfx card memory
-layout(location = 0) in vec3 vertex;
-layout(location = 1) in vec3 normal;
-
-
-// OUTPUT TO SEND TO THE RASTERIZER FOR THIS VERTEX:
-
-// for Gouraud shading, the key output of the vertex shader is the color
-// calculated based on lighting this vertex
-out vec4 color;
-
-
-void main() {
-
- // transform the vertex position into "eye space"
- vec3 v;
-
- // unit vector from the vertex to the light
- vec3 l;
-
- // unit vector from the vertex to the eye point, which is at 0,0,0 in "eye space"
- vec3 e;
-
- // normal transformed into "eye space"
- vec3 n;
-
- // halfway vector
- vec3 h;
-
-
- // calculating lighting output the color for this vertex
- // ...
-
-
- // do the standard projection of the incoming vertex
- gl_Position = proj_matrix * model_view_matrix * vec4(vertex,1);
-}