Fixed forward rendering for transparensy
This commit is contained in:
+9
-9
@@ -33,7 +33,7 @@ void GameWorld::Initialize()
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CommitEntity(ground);
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}
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for(int i = 0; i < 50; i++)
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for(int i = 0; i < 500; i++)
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{
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auto Light = CreateEntity();
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auto transform = AddComponent<Components::Transform>(Light, "Transform");
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@@ -92,8 +92,8 @@ void GameWorld::Initialize()
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auto transform = AddComponent<Components::Transform>(wheel, "Transform");
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transform->Position = glm::vec3(1.4f, 0.5546f - 0.6577f - 0.2, -0.9242f);
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transform->Scale = glm::vec3(1.0f);
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//auto model = AddComponent<Components::Model>(wheel, "Model");
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//model->ModelFile = "Models/Jeep/WheelFront/wheelFront.obj";
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auto model = AddComponent<Components::Model>(wheel, "Model");
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model->ModelFile = "Models/Jeep/WheelFront/wheelFront.obj";
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auto Wheel = AddComponent<Components::Wheel>(wheel, "Wheel");
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Wheel->Hardpoint = transform->Position + glm::vec3(0.f, 1.f, 0.f);
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Wheel->AxleID = 0;
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@@ -112,8 +112,8 @@ void GameWorld::Initialize()
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transform->Position = glm::vec3(-1.4f, 0.5546f - 0.6577f - 0.2, -0.9242f);
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transform->Scale = glm::vec3(1.0f);
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transform->Orientation = glm::angleAxis(glm::pi<float>(), glm::vec3(0, 0, 1));
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//auto model = AddComponent<Components::Model>(wheel, "Model");
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//model->ModelFile = "Models/Jeep/WheelFront/wheelFront.obj";
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auto model = AddComponent<Components::Model>(wheel, "Model");
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model->ModelFile = "Models/Jeep/WheelFront/wheelFront.obj";
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auto Wheel = AddComponent<Components::Wheel>(wheel, "Wheel");
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Wheel->Hardpoint = transform->Position + glm::vec3(0.f, 1.f, 0.f);
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Wheel->AxleID = 0;
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@@ -130,8 +130,8 @@ void GameWorld::Initialize()
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auto wheel = CreateEntity(jeep);
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auto transform = AddComponent<Components::Transform>(wheel, "Transform");
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transform->Position = glm::vec3(0.2726f, 0.2805f - 0.6577f, 1.9307f);
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//auto model = AddComponent<Components::Model>(wheel, "Model");
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//model->ModelFile = "Models/Jeep/WheelBack/wheelBack.obj";
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auto model = AddComponent<Components::Model>(wheel, "Model");
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model->ModelFile = "Models/Jeep/WheelBack/wheelBack.obj";
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auto Wheel = AddComponent<Components::Wheel>(wheel, "Wheel");
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Wheel->Hardpoint = transform->Position + glm::vec3(0.f, 1.f, 0.f);
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Wheel->AxleID = 1;
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@@ -148,8 +148,8 @@ void GameWorld::Initialize()
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auto transform = AddComponent<Components::Transform>(wheel, "Transform");
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transform->Position = glm::vec3(-0.2726f, 0.2805f - 0.6577f, 1.9307f);
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transform->Orientation = glm::angleAxis(glm::pi<float>(), glm::vec3(0, 0, 1));
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//auto model = AddComponent<Components::Model>(wheel, "Model");
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//model->ModelFile = "Models/Jeep/WheelBack/wheelBack.obj";
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auto model = AddComponent<Components::Model>(wheel, "Model");
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model->ModelFile = "Models/Jeep/WheelBack/wheelBack.obj";
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auto Wheel = AddComponent<Components::Wheel>(wheel, "Wheel");
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Wheel->Hardpoint = transform->Position + glm::vec3(0.f, 1.f, 0.f);
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Wheel->AxleID = 1;
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+52
-1
@@ -111,6 +111,11 @@ void Renderer::LoadContent()
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m_ShaderProgramSkybox.Compile();
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m_ShaderProgramSkybox.Link();*/
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m_ForwardRendering.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardRendering.vert.glsl")));
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m_ForwardRendering.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardRendering.frag.glsl")));
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m_ForwardRendering.Compile();
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m_ForwardRendering.Link();
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m_ShaderProgramShadows.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ShadowMap.vert.glsl")));
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m_ShaderProgramShadows.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ShadowMap.frag.glsl")));
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m_ShaderProgramShadows.Compile();
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@@ -711,6 +716,11 @@ void Renderer::DrawFBO()
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glDrawArrays(GL_TRIANGLES, 0, 6);
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}
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void Renderer::DrawFBO2()
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{
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ForwardRendering();
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}
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void Renderer::DrawFBOScene()
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{
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// glEnable(GL_DEPTH_TEST);//Tests where objects are and display them correctly
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@@ -734,7 +744,6 @@ void Renderer::DrawFBOScene()
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glm::vec3 sunDirection = m_SunTarget - m_SunPosition;
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glm::vec3 sunDirection_cameraview = glm::vec3(m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix() * glm::vec4(sunDirection, 1.0));
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//Proj * view * vector
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, m_ShadowDepthTexture);
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@@ -868,3 +877,45 @@ void Renderer::UpdateSunProjection()
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//Pass the bounding box's extents to glOrtho or similar to set up the orthographic projection matrix for the shadow map.
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}
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void Renderer::ForwardRendering()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(0, 0, WIDTH, HEIGHT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClearColor(0.0f, 0.5f, 0.0f, 1.0f);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
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glm::mat4 MVP;
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m_ForwardRendering.Bind();
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for (auto tuple : ModelsToRender) //// Todo: Add so it's TransparentModelsToRender
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{
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Model* model;
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glm::mat4 modelMatrix;
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bool visible;
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std::tie(model, modelMatrix, visible, std::ignore) = tuple;
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if (!visible)
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continue;
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MVP = cameraMatrix * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
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glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix()));
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glBindVertexArray(model->VAO);
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for (auto texGroup : model->TextureGroups)
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{
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, *texGroup.Texture);
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glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, texGroup.EndIndex - texGroup.StartIndex + 1);
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}
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}
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}
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@@ -127,6 +127,7 @@ private:
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ShaderProgram m_SecondPassProgram;
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ShaderProgram m_SecondPassProgram_Debug;
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ShaderProgram m_FinalPassProgram;
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ShaderProgram m_ForwardRendering;
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ShaderProgram m_ShaderProgramNormals;
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ShaderProgram m_ShaderProgramShadows;
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@@ -143,12 +144,14 @@ private:
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void CreateShadowMap(int resolution);
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void FrameBufferTextures();
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void DrawFBO();
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void DrawFBO2();
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void DrawFBOScene();
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void DrawLightScene();
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void BindFragDataLocation();
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glm::mat4 CreateLightMatrix(Light &_light);
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void UpdateSunProjection();
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void CreateNormalMapTangent();
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void ForwardRendering();
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GLuint CreateQuad();
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@@ -0,0 +1,18 @@
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#version 430
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layout(binding=0) uniform sampler2D texture0;
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in VertexData {
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vec3 Position;
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vec3 Normal;
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vec2 TextureCoord;
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} Input;
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out vec4 fragmentColor;
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void main() {
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// Texture
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vec4 texel = texture(texture0, Input.TextureCoord);
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fragmentColor = texel;
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}
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@@ -0,0 +1,25 @@
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#version 430
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uniform mat4 MVP;
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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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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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vec3 Position;
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vec3 Normal;
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vec2 TextureCoord;
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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.Normal = Normal;
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Output.TextureCoord = TextureCoord;
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}
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@@ -169,6 +169,8 @@
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<None Include="..\..\src\Shaders\AABB.frag.glsl" />
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<None Include="..\..\src\Shaders\FinalPass.frag.glsl" />
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<None Include="..\..\src\Shaders\FinalPass.vert.glsl" />
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<None Include="..\..\src\Shaders\ForwardRendering.frag.glsl" />
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<None Include="..\..\src\Shaders\ForwardRendering.vert.glsl" />
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<None Include="..\..\src\Shaders\Fragment.glsl" />
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<None Include="..\..\src\Shaders\Fragment2-Debug.glsl" />
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<None Include="..\..\src\Shaders\Fragment2.glsl" />
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@@ -277,5 +277,11 @@
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<None Include="..\..\src\Shaders\FinalPass.frag.glsl">
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<Filter>Shaders</Filter>
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</None>
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<None Include="..\..\src\Shaders\ForwardRendering.frag.glsl">
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<Filter>Shaders</Filter>
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</None>
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<None Include="..\..\src\Shaders\ForwardRendering.vert.glsl">
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<Filter>Shaders</Filter>
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</None>
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</ItemGroup>
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</Project>
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