Vertex pull fullscreen lighting texture shader
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@@ -4,8 +4,6 @@ layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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layout (std140, binding = 1) uniform TheLight { vec4 lightPos; vec4 lumRad; };
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layout (std430, binding = 3) readonly buffer Data { PosColNorm data[]; };
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layout (std430, binding = 4) readonly buffer Indices { uint indices[]; };
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//layout(location=0)uniform vec3 lightPos;
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//layout(location=1)uniform vec4 lumRad;
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vec4 projNear (vec4 pos)
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{
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// note we project to a specific height
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