Simplify ceiling oclusions
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@@ -1,18 +1,15 @@
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#version 450 core
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layout (location = 0) in vec4 posID;
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layout (location = 1) in vec4 col;
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//layout (location = 2) in vec4 centerSize;
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layout (location = 2) in vec4 controls;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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out vec4 vPosID;
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out vec4 vCol;
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//out vec4 vCenterSize;
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out vec4 vControls;
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void main()
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{
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gl_Position = theMat * vec4(posID.xyz,1);
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vPosID = posID;
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vCol = col;
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//vCenterSize = centerSize;
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vControls = controls;
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}
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