Revert "Shadows"
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@@ -1,7 +1,5 @@
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#version 430
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#define MAX_SPLITS 4
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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@@ -24,7 +22,6 @@ 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 VertexData{
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@@ -35,7 +32,6 @@ 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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layout(triangles) in;
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@@ -149,7 +145,6 @@ void main()
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Output.TextureCoordinate = Input[i].TextureCoordinate;
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Output.Tangent = Input[i].Tangent;
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Output.BiTangent = Input[i].BiTangent;
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Output.PositionLightSpace = Input[i].PositionLightSpace;
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// convert to model space for the gravity to always be in -y
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vec4 ExplodedPositionInModelSpace = M * vec4(ExplodedPosition, 1.0);
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@@ -191,7 +186,6 @@ void main()
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Output.TextureCoordinate = Input[i].TextureCoordinate;
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Output.Tangent = Input[i].Tangent;
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Output.BiTangent = Input[i].BiTangent;
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Output.PositionLightSpace = Input[i].PositionLightSpace;
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// no change in position, pass through vertex
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gl_Position = gl_in[i].gl_Position;
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