fix single block shader
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@ -1,5 +1,7 @@
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//Vertex Shader
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//Vertex Shader
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#version 330 core
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#version 450 core
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#extension GL_ARB_shading_language_include : require
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#include "../../lib/standarduniform.fs"
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//defines
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//defines
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#define TEXTURE_MAP_SCALE 1.0
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#define TEXTURE_MAP_SCALE 1.0
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@ -13,11 +15,7 @@ layout (location = 4) in vec2 aTex;
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//coordinate space transformation matrices
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//coordinate space transformation matrices
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uniform mat4 transform;
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uniform mat4 model;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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uniform mat4 lightSpaceMatrix;
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@ -39,15 +37,15 @@ void main() {
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//push frag, normal, and texture positions to fragment shader
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//push frag, normal, and texture positions to fragment shader
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FragPos = vec3(model * FinalVertex);
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FragPos = vec3(model * FinalVertex);
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ViewFragPos = vec3(view * model * FinalVertex);
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ViewFragPos = vec3(standardUniforms.view * model * FinalVertex);
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Normal = mat3(transpose(inverse(model))) * aNormal;
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Normal = mat3(transpose(inverse(model))) * aNormal;
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uv = aTex;
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uv = aTex;
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//shadow map stuff
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//shadow map stuff
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FragPosLightSpace = lightSpaceMatrix * vec4(FragPos, 1.0);
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FragPosLightSpace = standardUniforms.lightSpaceMatrix * vec4(FragPos, 1.0);
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//set final position with opengl space
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//set final position with opengl space
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gl_Position = projection * view * model * FinalVertex;
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gl_Position = standardUniforms.projection * standardUniforms.view * model * FinalVertex;
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}
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}
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@ -2141,6 +2141,7 @@ Prevent mouse event re-allocation every frame
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More allocation work
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More allocation work
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Frametime reporting work
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Frametime reporting work
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Raycast allocation fix
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Raycast allocation fix
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Fix single block shader
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