Remove individual uniforms from instancing light maps
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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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