demo stuff
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@ -28,6 +28,7 @@ void main() {
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vec4 color = texture(myTexture, textureCoordinate);
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vec3 norm = normalize((texture(myNormal, textureCoordinate).xyz * 2 - vec3(1,1,1)));
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// norm = normalize(normal);
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vec3 lightDir = TBN * normalize(lightPosition - fragmentPosition);
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vec3 eyeDir = TBN * (-normalize(fragmentPosition));
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