feat: add pbr support
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@@ -8,7 +8,6 @@ layout (location = 0) out vec3 outPos;
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layout (location = 1) out vec2 outUV;
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layout (location = 2) out vec3 outNormal;
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layout (location = 3) out vec4 outTangent;
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layout (location = 4) out mat3 outTBN;
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// The depth pre-pass reuses this shader, positions have to match bit for bit
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// so the main pass can depth test against it with LESS_OR_EQUAL
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@@ -29,10 +28,6 @@ void main()
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// outNormal = (pcs.transform * vec4(v.normal, 0.0)).xyz;
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outNormal = mat3(transpose(inverse(pcs.transform))) * v.normal;
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outTangent = v.tangent;
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vec3 T = normalize(vec3(pcs.transform * v.tangent));
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vec3 N = normalize(outNormal);
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vec3 B = cross(N, T) * v.tangent.w;
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outTBN = mat3(T, B, N);
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// w is the bitangent sign, the fragment shader builds the TBN from the interpolated vectors
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outTangent = vec4(mat3(pcs.transform) * v.tangent.xyz, v.tangent.w);
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}
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