feat: deferred shading (day 2)
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@@ -23,7 +23,7 @@ uniform vec3 u_sunDir;
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#include <shadows>
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void main() {
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float shadow = calc_shadow();
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float shadow = calc_shadow(a_modelpos, a_realnormal, a_distance);
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vec3 fogColor = texture(u_skybox, a_dir).rgb;
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vec4 tex_color = texture(u_texture0, a_texCoord);
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float alpha = a_color.a * tex_color.a;
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