Moved ViewSpacePosition calculation from fragmenst shader to vertexshader
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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 VM;
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#define MAX_SPLITS 4
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uniform mat4 TIM;
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@@ -17,6 +18,7 @@ layout(location = 4) in vec2 TextureCoords;
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out VertexData{
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vec3 Position;
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vec4 ViewSpacePosition;
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vec3 Normal;
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vec3 Tangent;
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vec3 BiTangent;
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@@ -31,6 +33,7 @@ void main()
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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.ViewSpacePosition = VM * vec4(Position, 1.0);
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Output.TextureCoordinate = TextureCoords;
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Output.Normal = vec3(TIM * vec4(Normal, 0.0));
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Output.Tangent = vec3(TIM * vec4(Tangent, 0.0));
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