Cleanup shadows
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@@ -1,16 +1,16 @@
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#version 450 core
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struct PosTex { vec4 pospos; vec4 texang; };
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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layout (std140, binding = 1) uniform TheLight { vec4 lightPos; vec4 colrad; };
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layout (std430, binding = 2) readonly buffer Pos { PosTex data[]; };
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layout(location=0) uniform vec3 lightPos;
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layout(location=1) uniform float rad;
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float rad = colrad.w;
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int indices[18] =
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{5,1,7 // 6----7
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,7,1,3 // /| /|
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,7,3,6 // 2-+--3 |
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,6,3,2 // | 4 | 5
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,6,2,4 // 0 1
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,4,2,0
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{5,7,1 // 6----7
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,7,3,1 // /| /|
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,7,6,3 // 2-+--3 |
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,6,2,3 // | 4 | 5
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,6,4,2 // 0 1
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,4,0,2
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};
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vec2 shift(vec2 p) {
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return vec2(lightPos.xy + (rad * normalize(p - lightPos.xy)));
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