HDR output buffer (WIP)
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@@ -3,6 +3,7 @@
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uniform mat4 projection;
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uniform mat4 view;
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uniform mat4 model;
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uniform mat4 mvp;
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uniform mat4 lightspace;
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uniform vec3 viewPos;
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@@ -33,7 +34,7 @@ void main() {
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vec4 posView = view * pos4;
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fragDepthView = posView.z;
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gl_Position = projection * posView;
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gl_Position = mvp * vec4(vert, 1);
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fragPosWorld -= viewPos;
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}
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