WIP
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@@ -1,5 +1,6 @@
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#version 430
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uniform mat4 PVM;
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uniform mat4 TIM;
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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@@ -22,8 +23,8 @@ out VertexData{
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void main()
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{
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gl_Position = P*V*M * vec4(Position, 1.0);
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mat4 TIM = transpose(inverse(M));
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gl_Position = PVM * vec4(Position, 1.0);
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//mat4 TIM = transpose(inverse(M));
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Output.Position = Position;
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Output.TextureCoordinate = TextureCoords;
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Output.Normal = vec3(TIM * vec4(Normal, 0.0));
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