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@@ -1,8 +1,3 @@
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-///////////
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-
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-
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-
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-
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uniform mat4 m_LightViewProjectionMatrix0;
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uniform mat4 m_LightViewProjectionMatrix1;
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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_WorldMatrix;
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-out vec4 projCoord0;
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-out vec4 projCoord1;
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-out vec4 projCoord2;
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-out vec4 projCoord3;
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+varying vec4 projCoord0;
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+varying vec4 projCoord1;
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+varying vec4 projCoord2;
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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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0.0, 0.5, 0.0, 0.0,
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