Переделка камеры
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@@ -8,7 +8,8 @@ layout(std140, binding = 0) uniform Camera
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{
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mat4 projection;
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mat4 view;
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};
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vec3 position;
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} camera;
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layout(std140, binding = 2) uniform Light
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{
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@@ -22,6 +23,6 @@ out vec2 texCoord;
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void main()
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{
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gl_Position = projection * view * model * vec4(pos, 1.0);
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gl_Position = camera.projection * camera.view * model * vec4(pos, 1.0);
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texCoord = inTexCoord;
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}
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