Fixed colors to match previous version of the example.
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@ -135,21 +135,26 @@ int main(int argc, char *argv[])
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vec3 normal = worldNormal.xyz;
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vec3 normal = worldNormal.xyz;
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if(outMaterial.x == 1)
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switch(outMaterial.x)
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{
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{
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case 1:
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outputColor = vec4(1.0, 0.0, 0.0, 1.0);
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outputColor = vec4(1.0, 0.0, 0.0, 1.0);
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}
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break;
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else if(outMaterial.x == 2)
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case 2:
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{
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outputColor = vec4(0.0, 1.0, 0.0, 1.0);
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outputColor = vec4(0.0, 1.0, 0.0, 1.0);
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}
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break;
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else if(outMaterial.x == 3)
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case 3:
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{
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outputColor = vec4(0.0, 0.0, 1.0, 1.0);
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outputColor = vec4(0.0, 0.0, 1.0, 1.0);
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}
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break;
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else
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case 4:
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{
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outputColor = vec4(1.0, 1.0, 0.0, 1.0);
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outputColor = vec4(1.0, 1.0, 0.0, 1.0);
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break;
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case 5:
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outputColor = vec4(1.0, 0.0, 1.0, 1.0);
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break;
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default:
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outputColor = vec4(1.0, 1.0, 1.0, 1.0);
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break;
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}
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}
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//float color = clamp(abs(dot(normalize(normal.xyz), vec3(0.9,0.1,0.5))), 0, 1);
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//float color = clamp(abs(dot(normalize(normal.xyz), vec3(0.9,0.1,0.5))), 0, 1);
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