Merge branch 'master' of github.com:tforgione/model-converter
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								assets/models/cube.obj
									
									
									
									
									
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								assets/models/cube.obj
									
									
									
									
									
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							| @ -0,0 +1,21 @@ | ||||
| v 0.5 -0.5 -0.5 | ||||
| v 0.5 0.5 -0.5 | ||||
| v -0.5 0.5 -0.5 | ||||
| v -0.5 -0.5 -0.5 | ||||
| v 0.5 -0.5 0.5 | ||||
| v 0.5 0.5 0.5 | ||||
| v -0.5 0.5 0.5 | ||||
| v -0.5 -0.5 0.5 | ||||
| 
 | ||||
| f 1 2 5 | ||||
| f 2 6 5 | ||||
| f 2 3 6 | ||||
| f 3 7 6 | ||||
| f 2 1 4 | ||||
| f 2 4 3 | ||||
| f 5 6 8 | ||||
| f 6 7 8 | ||||
| f 3 4 8 | ||||
| f 3 8 7 | ||||
| f 4 1 5 | ||||
| f 4 5 8 | ||||
							
								
								
									
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								assets/shaders/shader.frag
									
									
									
									
									
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								assets/shaders/shader.frag
									
									
									
									
									
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							| @ -0,0 +1,15 @@ | ||||
| varying vec3 fNormal; | ||||
| 
 | ||||
| vec3 ambientLight = vec3(0.2,0.2,0.2); | ||||
| vec3 directionnalLight = normalize(vec3(10,5,7)); | ||||
| vec3 directionnalLightFactor = vec3(0.5,0.5,0.5); | ||||
| 
 | ||||
| 
 | ||||
| void main() { | ||||
| 
 | ||||
|     vec3 ambientFactor = ambientLight; | ||||
|     vec3 lambertFactor = max(vec3(0.0,0.0,0.0), dot(directionnalLight, fNormal) * directionnalLightFactor); | ||||
| 
 | ||||
|     vec4 texel = texture2D(tex, gl_TexCoord[0].xy); | ||||
|     gl_FragColor = vec4(ambientFactor + lambertFactor, 1.0); | ||||
| } | ||||
							
								
								
									
										8
									
								
								assets/shaders/shader.vert
									
									
									
									
									
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								assets/shaders/shader.vert
									
									
									
									
									
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							| @ -0,0 +1,8 @@ | ||||
| varying vec3 fNormal; | ||||
| varying vec4 fTexCoord; | ||||
| 
 | ||||
| void main() { | ||||
|     fNormal = gl_Normal; | ||||
|     gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; | ||||
|     gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; | ||||
| } | ||||
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