feat: added phong and basic shaders, updated mesh format
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@@ -1,14 +1,15 @@
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec2 aTexCoord;
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layout (location = 0) in vec3 xyz;
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layout (location = 1) in vec2 uv;
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layout (location = 1) in vec2 normal;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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out vec2 TexCoord;
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out vec2 tex_coord;
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void main() {
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gl_Position = projection * view * model * vec4(aPos, 1.0);
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TexCoord = aTexCoord;
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gl_Position = projection * view * model * vec4(xyz, 1.0);
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tex_coord = uv;
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}
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