Partial fix to near plane clipping shadows
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@@ -3,7 +3,7 @@ layout (lines_adjacency) in;
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layout (triangle_strip, max_vertices = 4) out;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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uniform vec3 lightPos;
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vec4 shift (vec4 p) { return (vec4 (p.xyz + (1000*(p.xyz-lightPos)), 1));}
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vec4 shift (vec4 p) { return (vec4 (p.xyz + (100000*(p.xyz-lightPos)), 1));}
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vec4 f (vec4 p) {return (theMat * p);}
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void main()
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{
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