added normals to shader
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@ -15,13 +15,13 @@ smooth out vec4 fg_SmoothColor;
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void main()
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{
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vec3 fg_Normal = fg_NormalIn; //vec3(0,1,0);
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vec3 fg_Normal = fg_NormalMatrix * fg_NormalIn; //vec3(0,1,0);
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//transform vec3 into vec4, setting w to 1
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vec4 fg_Vertex = vec4(fg_VertexIn, 1.0);
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vec4 light = vec4(1.0,1.0,1.0,1.0);
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vec4 dark = vec4(0.0,0.0,0.0,1.0);
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//direction to sun from origin
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vec3 lightDir = normalize(vec3(5.0,5.0,1.0));
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vec3 lightDir = normalize(fg_ViewMatrix * vec4(5.0,5.0,1.0,0.0)).xyz;
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float costheta = dot(normalize(fg_Normal), lightDir);
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