Moved worldMatrix declaration in instancing.glsl so that it works on android
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@ -38,15 +38,16 @@ uniform mat3 g_NormalMatrix;
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// 2 vertex attributes which now can be used for additional per-vertex data.
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attribute mat4 inInstanceData;
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// Extract the world matrix out of the instance data, leaving out the
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// quaternion at the end.
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mat4 worldMatrix = mat4(vec4(inInstanceData[0].xyz, 0.0),
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vec4(inInstanceData[1].xyz, 0.0),
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vec4(inInstanceData[2].xyz, 0.0),
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vec4(inInstanceData[3].xyz, 1.0));
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vec4 TransformWorld(vec4 position)
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{
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// Extract the world matrix out of the instance data, leaving out the
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// quaternion at the end.
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mat4 worldMatrix = mat4(vec4(inInstanceData[0].xyz, 0.0),
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vec4(inInstanceData[1].xyz, 0.0),
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vec4(inInstanceData[2].xyz, 0.0),
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vec4(inInstanceData[3].xyz, 1.0));
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return (worldMatrix * position);
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}
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