Some work done on lights and normals and other buggs/fixes
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@@ -46,8 +46,9 @@ void main()
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frag_Position = vec4(Input.Position.xyz, 1.0);
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// G-buffer Normal
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mat3 TBN = transpose(mat3(Input.Tangent, Input.BiTangent, Input.Normal));
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mat3 TBN = mat3(Input.Tangent, Input.BiTangent, Input.Normal);
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frag_Normal = normalize(vec4(TBN * vec3(texture(NormalMapTexture, Input.TextureCoord)), 0.0));
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//frag_Diffuse = normalize(vec4(TBN * vec3(texture(NormalMapTexture, Input.TextureCoord)), 0.0));
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//frag_Normal = vec4(Input.Normal, 0.0);
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//G-buffer Specular
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