The shadows are working
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@@ -25,14 +25,6 @@ out VertexData{
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vec4 PositionLightSpace[MAX_SPLITS];
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}Output;
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// N
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mat4 biasMatrix = mat4(
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vec4(0.5, 0.0, 0.0, 0.0),
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vec4(0.0, 0.5, 0.0, 0.0),
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vec4(0.0, 0.0, 0.5, 0.0),
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vec4(0.5, 0.5, 0.5, 1.0)
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);
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void main()
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{
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gl_Position = P*V*M * vec4(Position, 1.0);
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