Moved shaders to new directory
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shaders/glsl/shadowmappingomni/offscreen.frag
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shaders/glsl/shadowmappingomni/offscreen.frag
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#version 450
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layout (location = 0) out float outFragColor;
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layout (location = 0) in vec4 inPos;
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layout (location = 1) in vec3 inLightPos;
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void main()
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{
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// Store distance to light as 32 bit float value
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vec3 lightVec = inPos.xyz - inLightPos;
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outFragColor = length(lightVec);
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}
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