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Initital shader lighting support
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@@ -12,11 +12,15 @@ out vec4 outNormal;
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out vec3 outUV;
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out float outTextureID;
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out float outHasTexture;
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out vec3 outLightPos;
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out vec3 outFragPos;
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uniform mat4 projection;
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uniform mat4 view;
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uniform mat4 model;
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uniform int hasTexture;
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uniform vec3 lightPos;
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void main() {
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// projection * view * model * position
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@@ -26,6 +30,9 @@ void main() {
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outUV = inUV;
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outTextureID = inTextureID;
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outHasTexture = hasTexture;
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outLightPos = lightPos;
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outFragPos = vec3(model * vec4(inPosition, 1.0));
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gl_Position = projection * view * model * vec4(inPosition, 1.0);
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}
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