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Reviewed shaders formating to follow raylib coding conventions
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@ -27,12 +27,12 @@ void main()
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{
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// Compute binormal from vertex normal and tangent
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vec3 vertexBinormal = cross(vertexNormal, vertexTangent);
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// Compute fragment normal based on normal transformations
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mat3 normalMatrix = transpose(inverse(mat3(matModel)));
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// Compute fragment position based on model transformations
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fragPosition = vec3(matModel*vec4(vertexPosition, 1.0f));
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fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
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fragTexCoord = vertexTexCoord*2.0;
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fragNormal = normalize(normalMatrix*vertexNormal);
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