It compiles, but no shadows
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@@ -21,6 +21,7 @@ out VertexData{
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vec2 TextureCoordinate;
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vec4 ExplosionColor;
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float ExplosionPercentageElapsed;
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vec4 PositionLightSpace[MAX_SPLITS];
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}Output;
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void main()
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@@ -43,4 +44,5 @@ void main()
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Output.BiTangent = vec3(M * vec4(BiTangent, 0.0));
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Output.ExplosionColor = vec4(1.0);
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Output.ExplosionPercentageElapsed = 0.0;
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Output.PositionLightSpace = boneTransform * vec4(Position, 1.0);
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}
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@@ -82,6 +82,7 @@ in VertexData{
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vec2 TextureCoordinate;
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vec4 ExplosionColor;
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float ExplosionPercentageElapsed;
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vec4 PositionLightSpace[MAX_SPLITS];
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}Input;
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out vec4 sceneColor;
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