Use ssbo/vertex pulling for lighting cap shader
Not yet sure whether the colour vector is correctly input into the ssbo
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+3
-3
@@ -190,7 +190,7 @@ renderShadows shadrendertype nWalls nSils nCaps positiontexture normaltexture li
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glDrawElements
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(_unPrimitiveMode $ _shaderPrimitive llinesShad)
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(fromIntegral nSils)
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GL_UNSIGNED_SHORT
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GL_UNSIGNED_INT
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nullPtr
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--draw caps on the near plane as required
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glEnable GL_CULL_FACE
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@@ -204,8 +204,8 @@ renderShadows shadrendertype nWalls nSils nCaps positiontexture normaltexture li
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glDrawArrays
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GL_TRIANGLES
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0
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3
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--(fromIntegral nCaps)
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--3
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(fromIntegral nCaps)
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glFrontFace(GL_CCW)
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--glDrawElements
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-- (_unPrimitiveMode $ _shaderPrimitive lcapShad)
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