Add the world position in default information avaliable to shaders
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@ -37,6 +37,7 @@ out vec2 uv;
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out vec2 uv_two;
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out vec4 color;
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out float camdist;
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out vec4 world_position;
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flat out float hue_change;
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void main()
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@ -49,7 +50,7 @@ void main()
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#endif
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vec4 quaternion = normalize(vec4(i_rotation.xyz, i_scale.w));
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vec4 world_position = getWorldPosition(i_origin, quaternion, i_scale.xyz,
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world_position = getWorldPosition(i_origin, quaternion, i_scale.xyz,
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i_position);
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vec3 world_normal = rotateVector(quaternion, i_normal.xyz);
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vec3 world_tangent = rotateVector(quaternion, i_tangent.xyz);
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