#5 - fixed interpolation & rollback
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@@ -2,6 +2,9 @@
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layout(location = 0) out vec4 outColor;
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layout(location = 0) in vec3 inNormal;
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void main() {
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float diffuse = max(0.1, dot(vec3(0.8, 1.5, -1.0), inNormal));
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outColor = vec4(1.0, 0.0, 0.0, 1.0);
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}
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@@ -2,6 +2,7 @@
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layout(location = 0) in vec3 pos;
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layout(location = 1) in vec3 norm;
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layout(location = 0) out vec3 outNormal;
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layout(set = 0, binding = 0) uniform Camera {
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mat4 proj;
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@@ -21,5 +22,6 @@ void main() {
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// outPos = pos.xyz * 0.05;
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// outNormal = norm.xyz;
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// outUV = uv;
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outNormal = norm;
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gl_Position = cam.proj * cam.view * PushConstants.transform * vec4(pos, 1.0);
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}
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