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feat(renderer): add roughness-based specular lighting to blocks
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@@ -4,11 +4,14 @@ layout (location = 0) in vec3 pos;
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layout (location = 1) in vec2 texCoord;
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layout (location = 2) in float layer;
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layout (location = 3) in vec3 aNormal;
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layout (location = 4) in float Roughness;
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out vec2 tc;
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out vec3 normal;
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out vec3 vert_pos;
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flat out int tex_layer;
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out vec4 FragPosLightSpace;
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out float roughness;
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mat4 buildRotateX(float rad);
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mat4 buildRotateY(float rad);
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@@ -28,7 +31,7 @@ void main(void) {
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tc = texCoord;
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tex_layer = int(layer);
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roughness = Roughness;
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normal = mat3(norm_matrix) * aNormal;
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FragPosLightSpace = lightSpaceMatrix * vec4(pos, 1.0);
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gl_Position = proj_matrix * viewPos;
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