Add descriptor for shadow map
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@@ -9,6 +9,8 @@ layout(location = 1) in vec4 light_pos;
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layout(location = 0) out vec4 out_colour;
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layout(binding = 2) uniform sampler2DShadow shadow_map;
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void main()
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{
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float lambertian = max(dot(frag_normal, light_dir), 0.0);
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