Fix wall normals
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@@ -4,11 +4,12 @@ layout (location=1) out vec4 fPos;
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layout (location=2) out vec4 fNorm;
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in vec2 tPos;
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in vec4 gPos;
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in vec4 gNorm;
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in vec4 gColor;
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uniform sampler2D tex;
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void main()
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{
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fCol = gColor * texture(tex,tPos);
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fPos = gPos;
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fNorm = gPos + vec4(1,0,0,0);
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fNorm = gNorm;
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}
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