Added documentation to Util types
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@@ -1,22 +1,27 @@
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#version 440
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in vec3 position;
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in vec3 glbpos;
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in vec2 uv;
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in vec3 normal;
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// Wavefront vertices
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in vec3 v;
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in vec2 vt;
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in vec3 vn;
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out vec2 vcoord;
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out float light;
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// Instance data
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in vec3 global_pos;
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uniform mat4 view;
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uniform mat4 proj;
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out vec2 vcoord;
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out float light;
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void main ()
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{
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mat4 pv = proj * view;
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vec3 pos = glbpos + position;
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gl_Position = pv * vec4(pos, 1);
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vcoord = uv;
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mat4 proj_view = proj * view;
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vec3 pos = global_pos + v;
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gl_Position = proj_view * vec4(pos, 1);
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vcoord = vt;
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light = dot(vec3(.2, .3, 1), normal) / 2 + .5;
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light = dot(vec3(.2, .3, 1), vn) / 2 + .5;
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}
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