feat(render): basic normal-based lighting
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@ -2,14 +2,17 @@
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layout(location = 0) in vec3 position;
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layout(location = 1) in vec3 color;
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layout(location = 2) in vec3 normal_in;
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layout(location = 3) in vec2 tex_coords;
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layout(location = 0) out vec2 tex_coord;
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layout(location = 1) out vec3 normal;
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layout(set = 0, binding = 0) uniform UniformBufferObject {
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mat4x4 projection;
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} view;
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void main() {
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gl_Position = view.projection * vec4(position, 1.0);
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tex_coord = tex_coords;
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normal = normal_in;
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// gl_Position
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// out_color = color;
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}
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