Remove individual uniforms from instancing light maps
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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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