Adding a really basic ambient light component
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@ -12,6 +12,12 @@ namespace BarinkEngine {
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};
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struct LightComponent {
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float Strength = 1.0f;
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glm::vec3 Color = glm::vec3(1.0f, 1.0f, 1.0f);
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};
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struct CameraComponent {
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glm::mat4 view;
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@ -22,7 +28,6 @@ namespace BarinkEngine {
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unsigned int VAO = 0;
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unsigned int IBO = 0;
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Mesh mesh;
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// TODO: becomes a material
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glm::vec3 color;
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Shader shader;
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