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Add standard lighting (2/3)
- 3 light types added (point, directional, spot). - DrawLights() function added using line shapes. - Standard lighting example added. - Removed useless struct variables from material and light. - Fixed light attributes dynamic locations errors. - Standard vertex and fragment shaders temporally added until rewrite it as char pointers in rlgl. TODO: - Add normal and specular maps calculations in standard shader. - Add control structs to handle which attributes needs to be calculated (textures, specular...). - Adapt standard shader to version 110. - Rewrite standard shader as char pointers in rlgl.
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examples/resources/shaders/standard.vs
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23
examples/resources/shaders/standard.vs
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#version 330
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in vec3 vertexPosition;
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in vec3 vertexNormal;
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in vec2 vertexTexCoord;
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in vec4 vertexColor;
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out vec3 fragPosition;
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out vec2 fragTexCoord;
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out vec4 fragColor;
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out vec3 fragNormal;
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uniform mat4 mvpMatrix;
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void main()
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{
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fragPosition = vertexPosition;
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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fragNormal = vertexNormal;
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gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
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}
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