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libs/qglengine/shaders/service_fill.glsl

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GLSL

// vert //
out vec3 geom_normal;
out vec4 object_color;
void main(void) {
qgl_FragTexture = qgl_Texture;
gl_Position = qgl_ftransform();
geom_normal = normalize(qgl_Normal * qgl_getNormalMatrix());
object_color = qgl_ObjectColor;
}
// frag //
in vec3 geom_normal;
in vec4 object_color;
void main(void) {
vec3 normal = normalize(geom_normal);
float l = max(0, dot(normal, vec3(0,0,1)));
qgl_FragColor = object_color * (l * 0.6 + 0.4);
}