Implemented basic materials in to the fragment shader..
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								src/main.cpp
									
									
									
									
									
								
							
							
						
						
									
										28
									
								
								src/main.cpp
									
									
									
									
									
								
							@ -196,9 +196,31 @@ while(!glfwWindowShouldClose(window))
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   // draw cubes
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   shader.use();
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   shader.setVec3("objectColor", glm::vec3( 1.0f, 0.5, 0.31f));
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   shader.setVec3("lightColor",glm::vec3( 1.0f, 1.0f, 1.0f));
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   shader.setVec3("lightPos", lightpos);
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   shader.setVec3("material.ambient", glm::vec3(1.0f, 0.5f, 0.31f));
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   shader.setVec3("material.diffuse", glm::vec3(1.0f, 0.5f, 0.31f));
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   shader.setVec3("material.specular", glm::vec3(0.5, 0.5f, 0.5f));
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   shader.setFloat("material.shininess", 32.0f);
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   glm::vec3 lightColor;
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   lightColor.x = sin(glfwGetTime() * 2.0f);
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   lightColor.y = sin(glfwGetTime() * 0.7f);
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   lightColor.z = sin(glfwGetTime() * 1.3f);
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   glm::vec3 diffuseColor = lightColor * glm::vec3(0.5f);
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   glm::vec3 ambientColor = diffuseColor * glm::vec3(0.2f);
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   shader.setVec3("light.position", lightpos);
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   shader.setVec3("light.ambient", ambientColor);
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   shader.setVec3("light.diffuse", diffuseColor);
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   shader.setVec3("light.specular", glm::vec3(1.0f, 1.0f, 1.0f));
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   shader.setVec3("viewPos", camera.Position);
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   shader.setMat4("view", view);
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