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Depth fbo+renderer work+texture slots enum+optimize shaders+more
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@ -13,22 +13,22 @@ out vec3 fragPos;
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//MVP = Model View Projection
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uniform mat4 modelMat;
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uniform mat4 viewMat;
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uniform mat4 projMat;
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uniform mat4 projViewMat;
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void main()
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{
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// @TODO: Calculate this on the CPU and send it as a uniform
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//
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// This produces the normal matrix that multiplies with the model normal to produce the
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// world space normal. Based on 'One last thing' section from: https://learnopengl.com/Lighting/Basic-Lighting
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vertNormal = mat3(transpose(inverse(modelMat))) * vertNormalIn;
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vertUV0 = vertUV0In;
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vertColor = vertColorIn;
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fragPos = vec3(modelMat * vec4(vertPosIn, 1.0));
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gl_Position = projMat * viewMat * modelMat * vec4(vertPosIn, 1.0);
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vec4 modelVert = modelMat * vec4(vertPosIn, 1);
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fragPos = modelVert.xyz;
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gl_Position = projViewMat * modelVert;
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}
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//shader:fragment
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