norm_eye = (view * vec4 (vertex_normal, 0.0)).xyz;; pos_eye = (view * vec4 (vertex_position, 1.0)).xyz; ...
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! // You can copy and use unmodified imgui_impl_* files in your ...
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