Remove individual uniforms from instancing light maps
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@@ -2,13 +2,13 @@
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layout (triangles) in;
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layout (triangle_strip, max_vertices = 3) out;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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//layout (std140, binding = 1) uniform LightsBlock
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//{
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// vec4 posBool[20];
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// vec4 colRad[20];
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//} ;
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uniform vec3 lightPos;
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layout (std140, binding = 1) uniform LightsBlock
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{
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vec4 posBool[20];
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vec4 colRad[20];
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} ;
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uniform int lightID;
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vec3 lightPos = posBool[lightID].xyz ;
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// this code is duplicated in lineShadow.geom, should not be changed on its own
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vec4 projNear (vec4 pos)
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{
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@@ -7,11 +7,8 @@ layout (std140, binding = 1) uniform LightsBlock
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vec4 posBool[20];
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vec4 colRad[20];
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} ;
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//uniform vec3 lightPos;
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//uniform float radiusUniform;
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uniform int lightID;
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vec3 lightPos1 = posBool[lightID].xyz;
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//vec3 lightPos1 = lightPos;
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float theBool = posBool[lightID].w;
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vec4 shift (vec4 p) { return (vec4 (p.xyz + (100000*(p.xyz-lightPos1)), 1));} ;
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vec4 shiftBy (float x,vec4 p) { return (vec4 (lightPos1 + (x*normalize(p.xyz-lightPos1)), 1));} ;
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@@ -4,8 +4,9 @@ layout (std140, binding = 1) uniform LightsBlock
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vec4 posBool[20];
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vec4 colRad[20];
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} ;
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uniform vec3 lightPos;
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uniform vec4 lumRad;
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uniform int lightID;
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vec3 lightPos = posBool[lightID].xyz;
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vec4 lumRad = colRad[lightID];
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uniform sampler2D screenTexture;
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in vec2 vTexPos;
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out vec4 fColor;
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@@ -7,8 +7,8 @@ layout (std140, binding = 1) uniform LightsBlock
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vec4 posBool[20];
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vec4 colRad[20];
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} ;
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uniform vec3 lightPos;
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uniform int lightID;
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vec3 lightPos = posBool[lightID].xyz;
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vec4 shift (vec4 p)
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{ return vec4 (p.xy + (200 * (p.xy-lightPos.xy)), 0 , 1);
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}
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