Revert "Shadows"
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@@ -1,13 +1,9 @@
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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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uniform mat4 Bones[100];
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uniform mat4 LightV[MAX_SPLITS];
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uniform mat4 LightP[MAX_SPLITS];
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec3 Normal;
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@@ -25,7 +21,6 @@ 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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void main()
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@@ -48,9 +43,4 @@ 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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for(int i = 0; i < MAX_SPLITS; i++)
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{
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Output.PositionLightSpace[i] = LightP[i] * LightV[i] * M * boneTransform * vec4(Position, 1.0);
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}
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}
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