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https://github.com/LearnOpenGL-CN/LearnOpenGL-CN.git
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inexplicable indents
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@@ -91,9 +91,9 @@ glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// 1. 首选渲染深度贴图
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// 1. 首选渲染深度贴图
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glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
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glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
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glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
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glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
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glClear(GL_DEPTH_BUFFER_BIT);
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glClear(GL_DEPTH_BUFFER_BIT);
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ConfigureShaderAndMatrices();
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ConfigureShaderAndMatrices();
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RenderScene();
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RenderScene();
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// 2. 像往常一样渲染场景,但这次使用深度贴图
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// 2. 像往常一样渲染场景,但这次使用深度贴图
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glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
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glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
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@@ -172,8 +172,8 @@ glUniformMatrix4fv(lightSpaceMatrixLocation, 1, GL_FALSE, glm::value_ptr(lightSp
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glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
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glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
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glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
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glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
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glClear(GL_DEPTH_BUFFER_BIT);
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glClear(GL_DEPTH_BUFFER_BIT);
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RenderScene(simpleDepthShader);
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RenderScene(simpleDepthShader);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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```
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```
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