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#version 450
layout (location = 0) out vec4 outColor;
layout (location = 0) in vec2 uv;
layout (location = 1) in vec3 normal;
layout (set = 0, binding = 2) uniform sampler2D texSampler;
void main() {
// outColor = vec4((normal + vec3(1, 1, 1)) / 2, 1.0);
vec3 L = vec3(1, 5, 1);
L = normalize(L);
vec3 N = normal;
vec3 albedo = vec3(uv.xy, 1);
albedo = texture(texSampler, uv).rgb;
float lambertian = max(dot(L, N), 0);
vec3 diffuse = lambertian * albedo;
vec3 ambient = albedo * 0.1;
vec3 C = ambient + diffuse;
outColor = vec4(C, 1);
}