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Draw instances from the GPU culling with indirect draws, occlusion culling and a depth prepass
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@@ -6,6 +6,9 @@ layout(location = 4) in vec4 v_userdata;
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#include <common>
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// the depth prepass (depthprepass.vert) works the position out the same way, and has to get the same depth
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invariant gl_Position;
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out vec3 f_normal;
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flat out vec3 f_normal_raw;
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out vec2 f_coord;
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