Point light working
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//*VERTEX*
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#version 460
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struct ShadowMapSet
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{
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uint entity_id;
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uint shadow_id;
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uint shadow_texture_id;
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uint frame_buffer_id;
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float near_plane[8];
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float far_plane[8];
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mat4 light_space_proj[6];
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mat4 light_space_view[6];
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};
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struct SpotShadowMapSet
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{
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uint entity_id;
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uint shadow_id;
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uint shadow_texture_id;
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uint frame_buffer_id;
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float far_plane;
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uint padding[3];
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mat4 light_space_proj;
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mat4 light_space_view;
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};
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struct PointShadowMapSet
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{
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uint entity_id;
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uint shadow_id;
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uint shadow_texture_id;
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uint frame_buffer_id;
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float near_plane;
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float far_plane;
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uint padding[2];
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mat4 light_space_proj[6];
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mat4 light_space_view;
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};
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layout(binding = 1) readonly buffer positions_buffer
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{
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mat4 model_matrix[];
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};
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layout (location = 0) in vec3 inPos; //12 bytes : 0
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layout (location = 1) in vec2 inUV; //8 Bytes : 12
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layout (location = 2) in uvec3 inChunkID; //12 Bytes : 20
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layout (location = 3) in vec3 inNormal; //8 Bytes : 12
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layout (location = 4) in vec3 inBiTangent;
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layout (location = 5) in vec3 inTangent;
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layout (location=0) out VS_OUT
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{
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vec2 vsUV;
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flat uint vsMaterialID;
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}vs_out;
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void main()
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{
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uint chunkid = inChunkID[0];
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mat4 model = model_matrix[chunkid];
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gl_Position = model * vec4(inPos, 1.0);
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vs_out.vsUV = inUV;
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vs_out.vsMaterialID = inChunkID[1];
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}
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