Cleanup: remove uniforms from shader datatype
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@@ -2,8 +2,8 @@
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layout(lines_adjacency) in;
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layout(triangle_strip, max_vertices = 4) out;
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layout(std140, binding = 0) uniform TheMat { mat4 theMat; };
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uniform vec3 lightPos;
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uniform float radiusUniform;
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layout(location=0) uniform vec3 lightPos;
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layout(location=1) uniform float radiusUniform;
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// vec4 shift (vec4 p) { return (vec4 (p.xyz +
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// (lumRad.a*normalize(p.xyz-lightPos)), 1));}
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float closestPointOnLineParam3 (vec3 a, vec3 b, vec3 p) {
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