Make wall points for shadows use matrix uniform transformation
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@@ -4,11 +4,15 @@ layout (triangle_strip, max_vertices = 10) out;
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//in vec4 vBackPoss[];
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uniform vec2 lightPos;
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uniform mat4 worldMat;
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void main()
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{
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vec2 posa = gl_in[0].gl_Position.xy;
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vec2 posb = gl_in[0].gl_Position.zw;
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vec4 posaa = worldMat * vec4(gl_in[0].gl_Position.xy, 0 ,1);
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vec4 posba = worldMat * vec4(gl_in[0].gl_Position.zw, 0 ,1);
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vec2 posa = posaa.xy;
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vec2 posb = posba.xy;
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// vec2 posc = vBackPoss[0].xy;
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// vec2 posd = vBackPoss[0].zw;
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