Remove individual uniforms from instancing light maps
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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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