feat: deferred shading (day 2)
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@@ -3,11 +3,12 @@ layout (location = 0) out vec4 f_color;
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layout (location = 1) out vec4 f_position;
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layout (location = 2) out vec4 f_normal;
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uniform mat4 u_view;
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uniform samplerCube u_skybox;
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void main(){
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vec3 dir = normalize(v_coord);
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f_position = vec4(0.0, 0.0, -1e9, 1.0);
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f_normal = vec4(0.0);
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vec3 dir = normalize(v_coord) * 1e6;
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f_position = u_view * vec4(dir, 1.0);
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f_normal = vec4(0.0, 0.0, 1.0, 1.0);
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f_color = texture(u_skybox, dir);
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}
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