FIrst step in Physically based rendering
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@ -14,11 +14,29 @@ static enum class RenderPass {
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NONE = 0,
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SKYBOX,
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DEFAULT,
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PBR
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};
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const int num_passes = static_cast<int>(RenderPass::DEFAULT) ;
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Texture* colourAttachment;
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glm::vec3 lightPositions[] = {
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glm::vec3(-10.0f, 10.0f, 10.0f),
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glm::vec3(10.0f, 10.0f, 10.0f),
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glm::vec3(-10.0f, -10.0f, 10.0f),
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glm::vec3(10.0f, -10.0f, 10.0f)
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};
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glm::vec3 lightColors[] = {
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glm::vec3(300.0f, 300.0f, 300.0f),
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glm::vec3(300.0f, 300.0f, 300.0f),
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glm::vec3(300.0f, 300.0f, 300.0f),
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glm::vec3(300.0f, 300.0f, 300.0f)
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};
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int nrRows = 7;
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int nrColumns = 7;
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float spacing = 2.5;
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void Renderer::Setup()
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{
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@ -49,6 +67,8 @@ void Renderer::Setup()
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shaders[static_cast<int>(RenderPass::SKYBOX)].Load("../Shaders/skybox.vs", "../Shaders/Cubemap.fs");
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shaders[static_cast<int>(RenderPass::DEFAULT)] = Shader();
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shaders[static_cast<int>(RenderPass::DEFAULT)].Load("../Shaders/shader.vs", "../Shaders/shader.fs");
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shaders[static_cast<int>(RenderPass::PBR)] = Shader();
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shaders[static_cast<int>(RenderPass::PBR)].Load("../Shaders/pbr.vs", "../Shaders/pbr.fs");
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}
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@ -94,10 +114,107 @@ void Renderer::resize(int width, int height ) {
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}
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unsigned int sphereVAO = 0;
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unsigned int indexCount;
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void renderSphere() {
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if (sphereVAO == 0) {
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glGenVertexArrays(1, &sphereVAO);
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unsigned int vbo, ebo;
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glGenBuffers(1, &vbo);
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glGenBuffers(1, &ebo);
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std::vector<glm::vec3> positions;
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std::vector<glm::vec2> uv;
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std::vector<glm::vec3> normals;
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std::vector<unsigned int> indices;
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const unsigned int X_SEGMENTS = 64;
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const unsigned int Y_SEGMENTS = 64;
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const float PI = 3.14159265359f;
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for (unsigned int x = 0; x <= X_SEGMENTS; ++x) {
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for (unsigned int y = 0; y <= Y_SEGMENTS; ++y) {
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float xSegment = (float)x / (float)X_SEGMENTS;
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float ySegment = (float)y / (float)Y_SEGMENTS;
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float xPos = std::cos(xSegment * 2.0f * PI) * std::sin(ySegment * PI);
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float yPos = std::cos(ySegment * PI);
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float zPos = std::sin(xSegment * 2.0f * PI) * std::sin(ySegment * PI);
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positions.push_back(glm::vec3(xPos, yPos, zPos));
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uv.push_back(glm::vec2(xSegment, ySegment));
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normals.push_back(glm::vec3(xPos, yPos, zPos));
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}
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}
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bool oddRow = false;
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for (unsigned int y = 0; y < Y_SEGMENTS; ++y)
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{
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if (!oddRow) // even rows: y == 0, y == 2; and so on
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{
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for (unsigned int x = 0; x <= X_SEGMENTS; ++x)
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{
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indices.push_back(y * (X_SEGMENTS + 1) + x);
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indices.push_back((y + 1) * (X_SEGMENTS + 1) + x);
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}
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}
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else
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{
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for (int x = X_SEGMENTS; x >= 0; --x)
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{
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indices.push_back((y + 1) * (X_SEGMENTS + 1) + x);
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indices.push_back(y * (X_SEGMENTS + 1) + x);
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}
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}
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oddRow = !oddRow;
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}
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indexCount = static_cast<unsigned int>(indices.size());
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std::vector<float> data;
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for (unsigned int i = 0; i < positions.size(); ++i)
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{
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data.push_back(positions[i].x);
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data.push_back(positions[i].y);
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data.push_back(positions[i].z);
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if (normals.size() > 0)
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{
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data.push_back(normals[i].x);
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data.push_back(normals[i].y);
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data.push_back(normals[i].z);
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}
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if (uv.size() > 0)
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{
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data.push_back(uv[i].x);
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data.push_back(uv[i].y);
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}
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}
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glBindVertexArray(sphereVAO);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, data.size() * sizeof(float), &data[0], GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
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unsigned int stride = (3 + 2 + 3) * sizeof(float);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, stride, (void*)0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, stride, (void*)(3 * sizeof(float)));
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, stride, (void*)(6 * sizeof(float)));
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}
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glBindVertexArray(sphereVAO);
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glDrawElements(GL_TRIANGLE_STRIP, indexCount, GL_UNSIGNED_INT, 0);
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}
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void Renderer::Render(Scene& scene)
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{
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static RenderPass currentPass = RenderPass::SKYBOX;
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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@ -105,7 +222,7 @@ void Renderer::Render(Scene& scene)
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auto view = scene.MainCamera.GetViewMatrix();
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auto model = glm::mat4(1.0f);
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std::cout << "SKYBOX PASS!" << std::endl;
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// Skybox
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glDepthMask(GL_FALSE);
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Shader shader = shaders.at(static_cast<int>(RenderPass::SKYBOX));
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@ -124,7 +241,7 @@ void Renderer::Render(Scene& scene)
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glDepthMask(GL_TRUE);
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std::cout << "DEFAULT PASS!" << std::endl;
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// Phong lighting
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shader = shaders.at(static_cast<int>(RenderPass::DEFAULT));
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shader.use();
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@ -135,7 +252,7 @@ void Renderer::Render(Scene& scene)
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scene.skybox.Bind();
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glActiveTexture(GL_TEXTURE0);
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model = glm::translate(model, glm::vec3(20.0f, 0.0f, 0.0f));
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shader.setMat4("model", model);
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shader.setMat4("view", view);
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shader.setMat4("projection", projection);
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@ -143,6 +260,59 @@ void Renderer::Render(Scene& scene)
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entity.Draw(shader);
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}
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scene.skybox.Unbind();
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// PBR
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shader = shaders.at(static_cast<int>(RenderPass::PBR));
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shader.use();
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shader.setVec3("albedo", glm::vec3(0.5f, 0.0f, 0.0f));
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shader.setFloat("ao", 1.0f);
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shader.setMat4("projection", projection);
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view = scene.MainCamera.GetViewMatrix();
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shader.setMat4("view", view);
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shader.setVec3("camPos", scene.MainCamera.Position);
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model = glm::mat4(1.0f);
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for (int row = 0; row < nrRows; ++row) {
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shader.setFloat("metallic", (float)row / (float)nrRows);
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for (int col = 0; col < nrColumns; ++col) {
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shader.setFloat("roughness", glm::clamp((float)col / (float)nrColumns, 0.05f, 1.0f));
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model = glm::mat4(1.0f);
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model = glm::translate(model, glm::vec3(
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(col - (nrColumns / 2)) * spacing,
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(row - (nrRows / 2)) * spacing,
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0.0f
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));
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shader.setMat4("model", model);
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shader.setMat3("normalMatrix", glm::transpose(glm::inverse(glm::mat3(model))));
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renderSphere();
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}
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}
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// Render light source
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for (unsigned int i = 0; i < sizeof(lightPositions) / sizeof(lightPositions[0]); ++i) {
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glm::vec3 newPos = lightPositions[i] + glm::vec3(sin(glfwGetTime() * 5.0) * 5.0, 0.0, 0.0);
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newPos = lightPositions[i];
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shader.setVec3("lightPositions[" + std::to_string(i)+"]", newPos);
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shader.setVec3("lightColors[" + std::to_string(i) + "]", lightColors[i]);
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model = glm::mat4(1.0f);
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model = glm::translate(model, newPos);
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model = glm::scale(model, glm::vec3(0.5f));
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shader.setMat4("model", model);
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shader.setMat3("normalMatrix", glm::transpose(glm::inverse(glm::mat3(model))));
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renderSphere();
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}
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/*
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Shader OutlineShader;
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