Working shadows, no cascade blend yet
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@@ -1,10 +1,12 @@
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#version 430
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#define MAX_SPLITS 3
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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 LightV;
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uniform mat4 LightP;
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uniform mat4 LightV[MAX_SPLITS];
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uniform mat4 LightP[MAX_SPLITS];
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uniform mat4 Bones[100];
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layout(location = 0) in vec3 Position;
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@@ -23,7 +25,7 @@ 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;
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vec4 PositionLightSpace[MAX_SPLITS];
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}Output;
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// N
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@@ -60,5 +62,8 @@ void main()
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Output.ExplosionPercentageElapsed = 0.0;
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//Output.PositionLightSpace = lightPos; // N
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Output.PositionLightSpace = LightP * LightV * M * vec4(Position, 1.0);
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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 * vec4(Position, 1.0);
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}
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}
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