feat: add click to select
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@@ -9,6 +9,7 @@ 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) flat out uint outMaterialID;
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layout (location = 5) flat out uint outObjectID;
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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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@@ -34,4 +35,5 @@ void main()
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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(instance.transform) * v.tangent.xyz, v.tangent.w);
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outMaterialID = instance.materialID;
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outObjectID = instance.objectID;
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}
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