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Spotlight shadows
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@ -11,13 +11,14 @@ import (
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type TextureSlot uint32
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const (
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TextureSlot_Diffuse TextureSlot = 0
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TextureSlot_Specular TextureSlot = 1
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TextureSlot_Normal TextureSlot = 2
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TextureSlot_Emission TextureSlot = 3
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TextureSlot_Cubemap TextureSlot = 10
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TextureSlot_ShadowMap TextureSlot = 11
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TextureSlot_Cubemap_Array TextureSlot = 12
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TextureSlot_Diffuse TextureSlot = 0
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TextureSlot_Specular TextureSlot = 1
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TextureSlot_Normal TextureSlot = 2
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TextureSlot_Emission TextureSlot = 3
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TextureSlot_Cubemap TextureSlot = 10
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TextureSlot_Cubemap_Array TextureSlot = 11
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TextureSlot_ShadowMap1 TextureSlot = 12
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TextureSlot_ShadowMap_Array1 TextureSlot = 13
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)
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type Material struct {
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@ -42,7 +43,8 @@ type Material struct {
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CubemapArrayTex uint32
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// Shadowmaps
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ShadowMapTex1 uint32
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ShadowMapTex1 uint32
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ShadowMapTexArray1 uint32
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}
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func (m *Material) Bind() {
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@ -80,9 +82,14 @@ func (m *Material) Bind() {
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}
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if m.ShadowMapTex1 != 0 {
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gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_ShadowMap))
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gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_ShadowMap1))
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gl.BindTexture(gl.TEXTURE_2D, m.ShadowMapTex1)
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}
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if m.ShadowMapTexArray1 != 0 {
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gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_ShadowMap_Array1))
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gl.BindTexture(gl.TEXTURE_2D_ARRAY, m.ShadowMapTexArray1)
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}
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}
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func (m *Material) UnBind() {
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