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multipart rendering
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@@ -1,12 +1,15 @@
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#version 430
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layout(location=2) uniform vec4 c;
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layout(location=2) uniform vec4 col;
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in vec4 pos;
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layout(location=2) in vec3 normal;
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out vec4 color;
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void main() {
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float d = smoothstep(-2, 2, pos.z);
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color = vec4(c.xyz * d, c.w);
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float bright = dot(normal, normalize(vec3(-0.6, 1, 2)));
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bright = .6 + .3 * bright;
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color = col;
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color.xyz *= bright;
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}
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