passing poylNormal, tangent, bitangent to shader
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@@ -22,6 +22,10 @@ uniform struct Light {
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float ambientCoefficient;
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} light;
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attribute vec3 a_polyNorm;
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attribute vec3 a_polyTan;
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attribute vec3 a_polyBiTan;
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varying vec2 v_surfaceUV;
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varying vec3 v_surfacePosition;
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varying vec3 v_surfaceNormal;
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