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REvisiting the shaders for lighting on deferred pass
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1 changed files with 4 additions and 1 deletions
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@ -15,6 +15,9 @@
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// Everything about deferred buffer
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// Everything about deferred buffer
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<@include DeferredBuffer.slh@>
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<@include DeferredBuffer.slh@>
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//Everything about deferred lighting
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<@include DeferredLighting.slh@>
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// Everything about light
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// Everything about light
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<@include Light.slh@>
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<@include Light.slh@>
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@ -57,7 +60,7 @@ void main(void) {
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discard;
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discard;
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}
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}
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vec4 fragNormal = invViewMat * vec4(frag.normal, 0.0);
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vec3 fragNormal = vec3(invViewMat * vec4(frag.normal, 0.0));
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vec4 fragEyeVector = invViewMat * vec4(-frag.position.xyz, 0.0);
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vec4 fragEyeVector = invViewMat * vec4(-frag.position.xyz, 0.0);
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vec3 fragEyeDir = normalize(fragEyeVector.xyz);
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vec3 fragEyeDir = normalize(fragEyeVector.xyz);
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