hotload shader + directional light
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@@ -6,6 +6,7 @@ layout(binding = 0) uniform ObjectUniformData {
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mat4 projection;
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float time;
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vec3 light_position;
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vec3 light_directional_rotation;
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vec3 camera_position;
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} ubo;
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@@ -23,7 +24,9 @@ void main() {
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vec3 normal_cam_u = texture(normal_tex, tex_coords).rgb;
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normal_cam_u = normal_cam_u * 2.0 - 1.0;
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normal_cam_u = normalize(tbn * normal_cam_u);
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vec3 light_direction_cam_u = normalize(ubo.light_position - position_wld);
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// vec3 light_direction_cam_u = normalize(ubo.light_position - position_wld);
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vec3 light_direction_cam_u = normalize(vec3(sin(ubo.time), 1.0, cos(ubo.time)));
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float ambient_strength = 0.1;
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vec3 light_color = vec3(1.0, 1.0, 1.0);
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