feat: multiple lights kinda shadow support (shader is missing)
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@ -15,7 +15,6 @@ out vec4 fragPosLightSpace;
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uniform mat4 u_model; // Model matrix: transforms from local space to world space
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uniform mat4 u_view; // View matrix: transforms from world space to camera space (view space)
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uniform mat4 u_projection; // Projection matrix: transforms from camera space to clip space
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uniform mat4 u_lightSpace;
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void main()
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{
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@ -27,7 +26,7 @@ void main()
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TexCoords = texCoord;
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fragPosLightSpace = u_lightSpace * vec4(vertexPos, 1.0);
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// fragPosLightSpace = u_lightSpace * vec4(vertexPos, 1.0);
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gl_Position = u_projection * u_view * vec4(vertexPos, 1.0);
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}
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