Cleanup: remove uniforms from shader datatype
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@@ -2,8 +2,8 @@
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layout(points) in;
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layout(triangle_strip, max_vertices = 18) 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 rad;
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layout(location=0) uniform vec3 lightPos;
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layout(location=1) uniform float rad;
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float rad2 = rad;
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// Preprocessed to include ../functions.glsl
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float closestPointOnLineParam (vec2 a, vec2 b, vec2 p) {
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