Fixed crash; Added dev screenshot; Added dependencies into repository
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@@ -77,35 +77,16 @@ float calcShadowPoint(int lightNum, vec3 no, vec3 lDir, vec3 fp) {
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}
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void main() {
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vec3 specTemp = texture(gBSpec, texCoord).rgb;
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if (specTemp.b != 1.0)
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discard;
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vec3 color = vec3(0.0);
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vec3 fragPos = texture(gBPos, texCoord).xyz;
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vec3 norm = texture(gBNorm, texCoord).xyz;
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vec3 matDiff = texture(gBDiff, texCoord).rgb;
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vec3 specTemp = texture(gBSpec, texCoord).rgb;
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float specPower = specTemp.r;
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float matSpec = specTemp.g;
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if (specTemp.b != 1.0)
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discard;
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/*vec3 matDiff;
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if (material.hasDiffuseTex)
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matDiff = texture(material.diffuseTexture, texCoord).rgb;
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else
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matDiff = material.diffuseColor;
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vec3 matSpec = vec3(1.0);
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if (material.hasSpecTex)
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matSpec = texture(material.specularTexture, texCoord).rgb;
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vec3 norm;
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if (material.hasNormTex) {
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norm = texture(material.normalTexture, texCoord).rgb;
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norm = normalize(norm * 2.0 - 1.0);
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}
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else {
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norm = normalize(normals);
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}*/
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float ambientStrength = 0.1f;
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vec3 ambient = ambientStrength * matDiff;
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