implement grid and heightmap with lambert shading
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@@ -29,6 +29,7 @@ enum class kShaderUniform : uint16_t
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Noise = const_hash("noise"),
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Direction = const_hash("dir"),
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UseFragCoordUV2 = const_hash("fragUV2"),
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LightDir = const_hash("light_dir"),
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};
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enum class kShader : uint16_t
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@@ -52,6 +53,7 @@ enum class kShader : uint16_t
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Equirect = const_hash("equirect"),
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BrushStroke = const_hash("brush-stroke"),
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VertexColor = const_hash("vertex-color"),
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Lambert = const_hash("lambert"),
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};
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class Shader
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@@ -63,6 +65,7 @@ public:
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bool create(const char* vertex, const char* fragment);
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void use();
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void u_vec4(kShaderUniform id, const glm::vec4& v);
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void u_vec3(kShaderUniform id, const glm::vec3& v);
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void u_vec2(kShaderUniform id, const glm::vec2& v);
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void u_mat4(kShaderUniform id, const glm::mat4& m);
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void u_int(kShaderUniform id, int i);
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@@ -80,6 +83,7 @@ public:
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static void use(const char* name);
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static Shader* get(kShader id);
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static void u_vec4(kShaderUniform id, const glm::vec4& v);
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static void u_vec3(kShaderUniform id, const glm::vec3& v);
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static void u_vec2(kShaderUniform id, const glm::vec2& v);
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static void u_mat4(kShaderUniform id, const glm::mat4& m);
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static void u_int(kShaderUniform id, int i);
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