Fixed invalid uniforms in shaders
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@@ -60,10 +60,8 @@ struct DirectionalLight
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{
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vec3 Direction;
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vec3 Color;
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int ShadowMapsIDs[4];
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float CascadeDepth[4];
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mat4 LightTransforms[4];
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int Volumetric;
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int Shadow;
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};
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@@ -10,6 +10,7 @@ layout(location = 5) in ivec4 BoneIDs;
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layout(location = 6) in vec4 Weights;
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uniform mat4 u_LightTransform;
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uniform mat4 u_Model;
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const int MAX_BONES = 200;
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const int MAX_BONES_INFLUENCE = 4;
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@@ -36,7 +37,7 @@ void main()
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// vec3 localNormal = mat3(u_FinalBonesMatrice[BoneIDs[i]]) * Normal;
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}
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gl_Position = u_LightTransform * totalPosition;
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gl_Position = u_LightTransform * u_Model * totalPosition;
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}
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#shader fragment
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