ADD: Normal mapping
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@@ -9,6 +9,7 @@ layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec3 outColor;
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layout (location = 2) out vec2 outUV;
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layout (location = 3) out vec3 outWorldPos;
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layout (location = 4) out vec4 outTangent; // xyz: world tangent, w: sign
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struct Vertex {
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@@ -17,6 +18,7 @@ struct Vertex {
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vec3 normal;
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float uv_y;
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vec4 color;
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vec4 tangent;
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};
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layout(buffer_reference, std430) readonly buffer VertexBuffer{
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@@ -38,6 +40,8 @@ void main()
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gl_Position = sceneData.viewproj * worldPos;
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outNormal = (PushConstants.render_matrix * vec4(v.normal, 0.f)).xyz;
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vec3 worldTangent = (PushConstants.render_matrix * vec4(v.tangent.xyz, 0.f)).xyz;
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outTangent = vec4(normalize(worldTangent), v.tangent.w);
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// Pass pure vertex color; apply baseColorFactor only in fragment
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outColor = v.color.xyz;
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outUV.x = v.uv_x;
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