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@@ -31,13 +31,8 @@ return {
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uniform mat4 lovrProjection;
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uniform mat4 lovrTransform; // Model-View matrix
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uniform mat4 lovrNormalMatrix;
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- uniform mat4 lovrViews[2]; // View matrices for both eyes
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- uniform mat4 lovrTransforms[2]; // Model-View matrices for both eyes
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- uniform mat4 lovrProjections[2]; // Projection matrices for both eyes
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- uniform mat4 lovrNormalMatrices[2]; // Normal matrices for both eyes
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uniform float lovrPointSize;
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uniform mat4 lovrPose[48];
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- uniform int lovrIsStereo;
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in vec3 lovrPosition;
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in vec3 lovrNormal;
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in vec2 lovrTexCoord;
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@@ -47,7 +42,6 @@ return {
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in vec4 lovrBoneWeights;
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out vec2 texCoord;
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out vec4 vertexColor;
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- flat out int lovrEye;
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Additionally, the `lovrInstanceID` variable should be used to get the current instance ID when
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using instanced rendering.
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@@ -68,7 +62,6 @@ return {
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uniform samplerCube lovrEnvironmentTexture;
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in vec2 texCoord;
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in vec4 vertexColor;
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- flat in int lovrEye;
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in vec4 gl_FragCoord;
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out vec4 lovrFragColor;
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]],
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