Add a ball, use actual flat shading
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demo/ball.glb
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demo/ball.glb
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@ -31,7 +31,7 @@ function init()
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light.color = couch.Vector3(1.0, 1.0, 1.0)
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light.ambient = 0.2
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light.diffuse = 1.0
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light.specular = 0.0001
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light.specular = 0.01
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couch.Node.GetRoot().children:Append(light)
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ball = couch.Mesh.FromFile("cube.glb")
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@ -41,7 +41,7 @@ function init()
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ball:SetMaterial(0, material)
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couch.Node.GetRoot().children:Append(ball)
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ball1 = couch.Mesh.FromFile("cube.glb")
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ball1 = couch.Mesh.FromFile("ball.glb")
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material = couch.Material()
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material.tex = couch.Texture.FromFile("container.png")
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material.usesTex = true
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@ -2,7 +2,7 @@
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in vec3 UV;
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in vec3 NORMAL;
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in vec3 LIGHT;
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flat in vec3 LIGHT;
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out vec4 FragColor;
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@ -10,7 +10,7 @@ uniform mat4 PROJECTION;
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out vec3 UV;
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out vec3 NORMAL;
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out vec3 LIGHT;
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flat out vec3 LIGHT;
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struct DirectionalLight {
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vec3 direction;
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