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Fix ubo alignment+Move point lights to ubo
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@ -27,8 +27,8 @@ struct PointLight {
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vec3 pos;
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vec3 diffuseColor;
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vec3 specularColor;
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float falloff;
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float radius;
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float falloff;
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float maxBias;
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float nearPlane;
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float farPlane;
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@ -50,12 +50,12 @@ layout (std140) uniform GlobalMatrices {
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layout (std140) uniform Lights {
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DirLight dirLight;
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PointLight pointLights[NUM_POINT_LIGHTS];
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};
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//
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// Uniforms
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//
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uniform PointLight pointLights[NUM_POINT_LIGHTS];
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uniform SpotLight spotLights[NUM_SPOT_LIGHTS];
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uniform mat4 modelMat;
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uniform mat4 dirLightProjViewMat;
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@ -78,16 +78,6 @@ out vec3 tangentSpotLightPositions[NUM_SPOT_LIGHTS];
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out vec3 tangentSpotLightDirections[NUM_SPOT_LIGHTS];
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out vec3 tangentPointLightPositions[NUM_POINT_LIGHTS];
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struct Test1 {
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float ff;
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vec3 v3;
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};
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layout (std140) uniform Test2 {
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float f1;
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Test1 s;
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};
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void main()
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{
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vertUV0 = vertUV0In;
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@ -180,13 +170,12 @@ struct PointLight {
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vec3 pos;
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vec3 diffuseColor;
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vec3 specularColor;
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float falloff;
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float radius;
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float falloff;
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float maxBias;
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float nearPlane;
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float farPlane;
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};
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uniform PointLight pointLights[NUM_POINT_LIGHTS];
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uniform samplerCubeArray pointLightCubeShadowMaps;
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struct SpotLight {
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@ -207,6 +196,7 @@ layout (std140) uniform GlobalMatrices {
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layout (std140) uniform Lights {
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DirLight dirLight;
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PointLight pointLights[NUM_POINT_LIGHTS];
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};
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uniform vec3 ambientColor = vec3(0.2, 0.2, 0.2);
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