Basic working deferred rendering
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@@ -1,26 +1,23 @@
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#version 430
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uniform mat4 MVP;
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uniform mat4 DepthMVP;
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec3 Normal;
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layout(location = 2) in vec2 TextureCoord;
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layout (location = 0) in vec3 Position;
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layout (location = 1) in vec3 Normal;
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layout (location = 2) in vec2 TextureCoord;
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out VertexData
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{
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vec3 Position;
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vec3 Normal;
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vec2 TextureCoord;
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vec3 ShadowCoord;
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} Output;
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void main()
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{
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gl_Position = MVP * vec4(Position, 1.0);
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Output.Position = Position;
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Output.Position = gl_Position.xyz;
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Output.Normal = Normal;
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Output.TextureCoord = TextureCoord;
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Output.ShadowCoord = vec3(DepthMVP * vec4(Position, 1.0));
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}
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