Inadverly inverted shadow and shadow_grass.vert
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54b1ce39e4
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@ -8,10 +8,8 @@ layout (std140) uniform MatrixesData
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};
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uniform mat4 ModelMatrix;
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uniform vec3 windDir;
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layout(location = 0) in vec3 Position;
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layout(location = 2) in vec4 Color;
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layout(location = 3) in vec2 Texcoord;
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#ifdef VSLayer
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@ -26,10 +24,10 @@ void main(void)
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#ifdef VSLayer
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gl_Layer = gl_InstanceID & 3;
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uv = Texcoord;
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gl_Position = ShadowViewProjMatrixes[gl_Layer] * ModelMatrix * vec4(Position + windDir * Color.r, 1.);
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gl_Position = ShadowViewProjMatrixes[gl_Layer] * ModelMatrix * vec4(Position, 1.);
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#else
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layerId = gl_InstanceID & 3;
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tc = Texcoord;
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gl_Position = ShadowViewProjMatrixes[layerId] * ModelMatrix * vec4(Position + windDir * Color.r, 1.);
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gl_Position = ShadowViewProjMatrixes[layerId] * ModelMatrix * vec4(Position, 1.);
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#endif
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}
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@ -8,8 +8,10 @@ layout (std140) uniform MatrixesData
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};
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uniform mat4 ModelMatrix;
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uniform vec3 windDir;
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layout(location = 0) in vec3 Position;
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layout(location = 2) in vec4 Color;
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layout(location = 3) in vec2 Texcoord;
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#ifdef VSLayer
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@ -24,10 +26,10 @@ void main(void)
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#ifdef VSLayer
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gl_Layer = gl_InstanceID & 3;
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uv = Texcoord;
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gl_Position = ShadowViewProjMatrixes[gl_Layer] * ModelMatrix * vec4(Position, 1.);
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gl_Position = ShadowViewProjMatrixes[gl_Layer] * ModelMatrix * vec4(Position + windDir * Color.r, 1.);
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#else
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layerId = gl_InstanceID & 3;
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tc = Texcoord;
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gl_Position = ShadowViewProjMatrixes[layerId] * ModelMatrix * vec4(Position, 1.);
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gl_Position = ShadowViewProjMatrixes[layerId] * ModelMatrix * vec4(Position + windDir * Color.r, 1.);
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#endif
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}
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