Custom shader language #5
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This is very much up for changes, depending on what I will learn while developing as it is now!
I don't want to always calculate the position of something inside the shader myself
Therefore an adaptation of glsl should be made.
The model, view and projection matrices should automatically be transmitted to the shader. To do this, the vertex shader needs to be adapted during compile time (so when creating the "Shader" object).
like in Unity, of course the matrices would still be accessible to the user. The user just doesn't have to always do it manually
Additionally, make vertex and fragment shader be one file instead of two and then split them up before compiling.
With this a lot of redundant work can potentially be reduced