Added vertex attributes.
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@@ -2,16 +2,9 @@
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precision mediump float;
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#endif
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// Light color.
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uniform vec3 u_lightColor;
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// Diffuse surface color.
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uniform vec3 u_diffColor;
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// Specular color.
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uniform vec3 u_specColor;
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// Ambient light color.
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uniform vec3 u_ambColor;
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// Fragment color received from the vertex shader.
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varying vec4 v_color;
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void main(){
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// TODO: Implement per pixel diffuse lighting.
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gl_FragColor = vec4(u_diffColor, 1.0);
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gl_FragColor = v_color;
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}
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@@ -4,6 +4,13 @@ uniform mat4 u_projTrans;
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// Vertex position in world coordinates.
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attribute vec4 a_position;
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// Vertex color.
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attribute vec4 a_color;
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// Vertex color to pass to the fragment shader.
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varying vec4 v_color;
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void main(){
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v_color = a_color;
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gl_Position = u_projTrans * a_position;
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}
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