Started work on GBuffer and the gBuffer shader
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#version 330 core
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#version 330 core
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layout(location = 0) in vec3 pos;
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layout(location = 1) in vec2 texCoords;
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layout(location = 2) in vec3 normals;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 proj;
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out vec3 fragPos;
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out vec2 texCoord;
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out vec3 normal;
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void main() {
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vec4 world = model * vec4(pos, 1.0);
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fragPos = world.xyz;
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texCoord = texCoords;
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mat3 normalMat = transpose(inverse(mat3(model)));
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normal - normalMat * normals;
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gl_Position = proj * view * world;
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}
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