feat: add forward+ rendering
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@@ -10,6 +10,10 @@ 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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invariant gl_Position;
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void main()
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{
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Vertex v = pcs.vertexBuffer.vertices[gl_VertexIndex];
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