in-pass-shadows: use glsllib extension
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#import "Common/ShaderLib/PBR.glsllib"
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#import "Common/ShaderLib/Parallax.glsllib"
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#import "Common/ShaderLib/Lighting.glsllib"
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#import "Common/ShaderLib/InPassShadows.glsl"
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#import "Common/ShaderLib/InPassShadows.glsllib"
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varying vec2 texCoord;
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#ifdef SEPARATE_TEXCOORD
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#import "Common/ShaderLib/GLSLCompat.glsllib"
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#import "Common/ShaderLib/Instancing.glsllib"
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#import "Common/ShaderLib/Skinning.glsllib"
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#import "Common/ShaderLib/InPassShadows.glsl"
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#import "Common/ShaderLib/InPassShadows.glsllib"
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uniform vec4 m_BaseColor;
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#import "Common/ShaderLib/GLSLCompat.glsllib"
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#import "Common/ShaderLib/Lighting.glsllib"
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#import "Common/ShaderLib/InPassShadows.glsl"
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#import "Common/ShaderLib/InPassShadows.glsllib"
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#import "Common/ShaderLib/PBR.glsllib"
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#ifndef NUM_DIR_LIGHTS
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#import "Common/ShaderLib/GLSLCompat.glsllib"
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#import "Common/ShaderLib/Skinning.glsllib"
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#import "Common/ShaderLib/Instancing.glsllib"
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#import "Common/ShaderLib/InPassShadows.glsl"
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#import "Common/ShaderLib/InPassShadows.glsllib"
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attribute vec3 inPosition;
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attribute vec3 inNormal;
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