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@ -1,8 +1,3 @@ |
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/////////// |
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uniform mat4 m_LightViewProjectionMatrix0; |
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uniform mat4 m_LightViewProjectionMatrix0; |
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uniform mat4 m_LightViewProjectionMatrix1; |
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uniform mat4 m_LightViewProjectionMatrix1; |
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uniform mat4 m_LightViewProjectionMatrix2; |
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uniform mat4 m_LightViewProjectionMatrix2; |
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@ -11,14 +6,14 @@ uniform mat4 m_LightViewProjectionMatrix3; |
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uniform mat4 g_WorldViewProjectionMatrix; |
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uniform mat4 g_WorldViewProjectionMatrix; |
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uniform mat4 g_WorldMatrix; |
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uniform mat4 g_WorldMatrix; |
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out vec4 projCoord0; |
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varying vec4 projCoord0; |
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out vec4 projCoord1; |
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varying vec4 projCoord1; |
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out vec4 projCoord2; |
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varying vec4 projCoord2; |
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out vec4 projCoord3; |
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varying vec4 projCoord3; |
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out float shadowPosition; |
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varying float shadowPosition; |
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in vec3 inPosition; |
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attribute vec3 inPosition; |
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const mat4 biasMat = mat4(0.5, 0.0, 0.0, 0.0, |
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const mat4 biasMat = mat4(0.5, 0.0, 0.0, 0.0, |
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0.0, 0.5, 0.0, 0.0, |
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0.0, 0.5, 0.0, 0.0, |
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