Updated Shader with more functions
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35bc1b0796
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5
assets/shaders/Depth.frag
Normal file
5
assets/shaders/Depth.frag
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@ -0,0 +1,5 @@
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#version 330 core
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void main()
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{
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// No color output; only depth is recorded
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}
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10
assets/shaders/Depth.vert
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10
assets/shaders/Depth.vert
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@ -0,0 +1,10 @@
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#version 330 core
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layout(location = 0) in vec3 aPos;
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uniform mat4 lightSpaceMatrix;
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uniform mat4 model;
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void main()
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{
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gl_Position = lightSpaceMatrix * model * vec4(aPos, 1.0);
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}
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26
imgui.ini
26
imgui.ini
@ -1,6 +1,6 @@
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[Window][DockSpace]
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Pos=0,0
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Size=1920,1177
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Size=1280,720
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Collapsed=0
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[Window][Debug##Default]
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@ -68,26 +68,26 @@ Size=1920,1177
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Collapsed=0
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[Window][Inspector##InspectorWindow]
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Pos=1536,27
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Size=376,1142
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Pos=896,27
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Size=376,685
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Collapsed=0
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DockId=0x00000016,0
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[Window][Editor##EditorWindow]
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Pos=332,27
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Size=1202,776
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Size=562,319
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Collapsed=0
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DockId=0x00000017,0
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[Window][Performance##performance]
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Pos=8,761
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Size=322,408
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Pos=8,468
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Size=322,244
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Collapsed=0
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DockId=0x0000001C,0
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[Window][Logger##logger]
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Pos=332,805
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Size=1202,364
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Pos=332,348
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Size=562,364
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Collapsed=0
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DockId=0x00000019,0
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@ -105,7 +105,7 @@ DockId=0x0000000F,0
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[Window][Scene Window##SceneWindow]
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Pos=8,27
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Size=322,732
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Size=322,439
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Collapsed=0
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DockId=0x0000001B,0
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@ -121,6 +121,12 @@ Size=599,364
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Collapsed=0
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DockId=0x0000001A,0
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[Window][Depth Map Debug]
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Pos=332,805
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Size=1202,364
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Collapsed=0
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DockId=0x00000019,1
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[Table][0xE9E836E4,4]
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Column 0 Weight=1.2999
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Column 1 Weight=1.0439
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@ -128,7 +134,7 @@ Column 2 Weight=0.6474
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Column 3 Weight=1.0088
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[Docking][Data]
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DockSpace ID=0x14621557 Window=0x3DA2F1DE Pos=8,50 Size=1904,1142 Split=X Selected=0xF7365A5A
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DockSpace ID=0x14621557 Window=0x3DA2F1DE Pos=42,84 Size=1264,685 Split=X Selected=0xF7365A5A
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DockNode ID=0x00000013 Parent=0x14621557 SizeRef=322,1142 Split=Y Selected=0x818D04BB
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DockNode ID=0x0000001B Parent=0x00000013 SizeRef=264,456 HiddenTabBar=1 Selected=0x1D5D92B6
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DockNode ID=0x0000001C Parent=0x00000013 SizeRef=264,254 HiddenTabBar=1 Selected=0x818D04BB
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@ -8,7 +8,7 @@
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// Constructor implementations
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Shader::Shader() : ID(0) {}
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Shader::Shader(const char* vertexPath, const char* fragmentPath)
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Shader::Shader(const char *vertexPath, const char *fragmentPath)
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{
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// 1. Retrieve the vertex/fragment source code from filePath
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std::string vertexCode;
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@ -17,8 +17,8 @@ Shader::Shader(const char* vertexPath, const char* fragmentPath)
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std::ifstream fShaderFile;
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// Ensure ifstream objects can throw exceptions
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vShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
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fShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
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vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
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fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
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try
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{
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@ -39,13 +39,13 @@ Shader::Shader(const char* vertexPath, const char* fragmentPath)
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vertexCode = vShaderStream.str();
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fragmentCode = fShaderStream.str();
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}
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catch (std::ifstream::failure& e)
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catch (std::ifstream::failure &e)
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{
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std::cerr << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ: " << e.what() << std::endl;
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}
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const char* vShaderCode = vertexCode.c_str();
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const char * fShaderCode = fragmentCode.c_str();
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const char *vShaderCode = vertexCode.c_str();
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const char *fShaderCode = fragmentCode.c_str();
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// 2. Compile shaders
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GLuint vertex, fragment;
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@ -58,10 +58,11 @@ Shader::Shader(const char* vertexPath, const char* fragmentPath)
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glCompileShader(vertex);
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// Print compile errors if any
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glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
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if(!success)
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if (!success)
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{
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glGetShaderInfoLog(vertex, 512, NULL, infoLog);
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std::cerr << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
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std::cerr << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n"
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<< infoLog << std::endl;
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}
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// Fragment Shader
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@ -70,10 +71,11 @@ Shader::Shader(const char* vertexPath, const char* fragmentPath)
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glCompileShader(fragment);
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// Print compile errors if any
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glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
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if(!success)
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if (!success)
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{
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glGetShaderInfoLog(fragment, 512, NULL, infoLog);
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std::cerr << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
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std::cerr << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n"
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<< infoLog << std::endl;
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}
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// Shader Program
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@ -83,10 +85,11 @@ Shader::Shader(const char* vertexPath, const char* fragmentPath)
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glLinkProgram(ID);
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// Print linking errors if any
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glGetProgramiv(ID, GL_LINK_STATUS, &success);
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if(!success)
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if (!success)
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{
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glGetProgramInfoLog(ID, 512, NULL, infoLog);
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std::cerr << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
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std::cerr << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n"
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<< infoLog << std::endl;
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}
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// Delete the shaders as they're linked into our program now and no longer necessary
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@ -143,3 +146,14 @@ void Shader::SetMat4(const std::string &name, const glm::mat4 &mat) const
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glUseProgram(ID); // Ensure the shader program is active
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glUniformMatrix4fv(GetUniformLocation(name), 1, GL_FALSE, glm::value_ptr(mat));
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}
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void Shader::SetVec3(const std::string &name, const glm::vec3 &value) const
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{
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glUseProgram(ID); // Ensure the shader program is active
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glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
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}
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void Shader::SetSampler2D(const std::string &name, int textureUnit) const
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{
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glUseProgram(ID); // Ensure the shader program is active
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glUniform1i(glGetUniformLocation(ID, name.c_str()), textureUnit);
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}
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@ -13,7 +13,7 @@ public:
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// Constructors
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Shader();
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Shader(const char* vertexPath, const char* fragmentPath);
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Shader(const char *vertexPath, const char *fragmentPath);
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~Shader(); // Destructor to clean up shader program
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// Use/activate the shader
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@ -24,6 +24,8 @@ public:
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void SetFloat(const std::string &name, float value) const;
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void SetBool(const std::string &name, bool value) const;
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void SetMat4(const std::string &name, const glm::mat4 &mat) const; // For setting 4x4 matrices
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void SetSampler2D(const std::string &name, int textureUnit) const;
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void SetVec3(const std::string &name, const glm::vec3 &value) const;
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private:
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// Caching uniform locations for performance
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