REVIEWED: Shaders formating to follow raylib code conventions
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1 changed files with 806 additions and 806 deletions
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@ -13,12 +13,12 @@ uniform mat4 matProjection;
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void main()
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{
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vec4 worldPos = matModel * vec4(vertexPosition, 1.0);
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vec4 worldPos = matModel*vec4(vertexPosition, 1.0);
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fragPosition = worldPos.xyz;
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fragTexCoord = vertexTexCoord;
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mat3 normalMatrix = transpose(inverse(mat3(matModel)));
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fragNormal = normalMatrix * vertexNormal;
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fragNormal = normalMatrix*vertexNormal;
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gl_Position = matProjection * matView * worldPos;
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gl_Position = matProjection*matView*worldPos;
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}
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