Fix viewport
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@@ -47,7 +47,7 @@ void main()
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+ BoneWeights[3] * Bones[int(BoneIndices[3])];
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}
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//vec4 lightPos = biasMatrix * LightP * LightV * M * vec4(Position, 1.0); // N
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//vec4 lightPos = LightP * LightV * M * vec4(Position, 1.0); // N
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gl_Position = P*V*M*boneTransform * vec4(Position, 1.0);
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//gl_Position = lightPos; // N
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@@ -61,5 +61,5 @@ void main()
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Output.ExplosionPercentageElapsed = 0.0;
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//Output.PositionLightSpace = lightPos; // N
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Output.PositionLightSpace = lightSpaceMatrix * (M * vec4(Position, 1.0));
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Output.PositionLightSpace = lightSpaceMatrix * M * vec4(Position, 1.0);
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}
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