Various shadow calculation methods implemented and ready for use.
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@@ -6,12 +6,7 @@ uniform mat4 P;
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layout(location = 0) in vec3 Position;
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//out VertexData{
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// vec3 Position;
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//}Output;
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void main()
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{
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// Output.Position = Position;
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gl_Position = P * V * M * vec4(Position, 1.0);
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}
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