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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