Run shadow render pass and compute light position in vertex shaders
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@@ -5,6 +5,8 @@ vec3 light_dir = normalize(vec3(2, 2, -1));
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vec3 base_colour = vec3(1.0, 0.94, 0.8);
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layout(location = 0) in vec3 frag_normal;
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layout(location = 1) in vec4 light_pos;
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layout(location = 0) out vec4 out_colour;
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void main()
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