Replace explicit matrix uniforms with single ubo
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@@ -1,11 +1,9 @@
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#version 430 core
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layout (points) in;
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layout (triangle_strip, max_vertices = 11) out;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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uniform vec2 lightPos;
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uniform mat4 worldMat;
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vec2 lightPosa = ( worldMat * vec4(lightPos,0,1) ).xy;
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vec2 lightPosa = ( theMat * vec4(lightPos,0,1) ).xy;
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vec4 shift (vec4 p)
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{ return vec4 (p.xy + (200 * (p.xy-lightPos)), 0 , 1);
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@@ -28,14 +26,14 @@ vec4 p6 = shift(p2);
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vec4 p7 = vec4 (p6.xy,-0.5,1);
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vec4 p8 = vec4 (p5.xy,-0.5,1);
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vec4 a1 = worldMat * p1;
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vec4 a2 = worldMat * p2;
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vec4 a3 = worldMat * p3;
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vec4 a4 = worldMat * p4;
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vec4 a5 = worldMat * p5;
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vec4 a6 = worldMat * p6;
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vec4 a7 = worldMat * p7;
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vec4 a8 = worldMat * p8;
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vec4 a1 = theMat * p1;
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vec4 a2 = theMat * p2;
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vec4 a3 = theMat * p3;
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vec4 a4 = theMat * p4;
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vec4 a5 = theMat * p5;
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vec4 a6 = theMat * p6;
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vec4 a7 = theMat * p7;
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vec4 a8 = theMat * p8;
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gl_Position = a4; EmitVertex();
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gl_Position = a3; EmitVertex();
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