Remove unnecessary uniforms
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@@ -6,7 +6,7 @@ out vec3 dField;
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out float lum;
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uniform vec2 lightPos;
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uniform mat4 perpMat;
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uniform mat4 worldMat;
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uniform vec2 radLum;
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float isLHS (vec2 startV, vec2 testV)
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@@ -31,10 +31,10 @@ if (isLHS (p1.xy - lightPos, p2.xy - lightPos) < 0)
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vec2 d1 = p1.xy - lightPos;
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vec2 d2 = p2.xy - lightPos;
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vec4 a1 = shiftCloser( perpMat * p1 );
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vec4 a2 = shiftCloser( perpMat * p2 );
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vec4 a3 = shiftCloser( perpMat * p3 );
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vec4 a4 = shiftCloser( perpMat * p4 );
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vec4 a1 = shiftCloser( worldMat * p1 );
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vec4 a2 = shiftCloser( worldMat * p2 );
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vec4 a3 = shiftCloser( worldMat * p3 );
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vec4 a4 = shiftCloser( worldMat * p4 );
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dField = vec3( d1.x/rad, d1.y/rad, 0);
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gl_Position = a1;
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