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@@ -1,4 +1,4 @@
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-#ifdef LIGHT{X}
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+#ifdef LIGHT{X}
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uniform vec4 vLightData{X};
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uniform vec4 vLightData{X};
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uniform vec4 vLightDiffuse{X};
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uniform vec4 vLightDiffuse{X};
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@@ -29,6 +29,29 @@
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#else
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#else
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uniform highp sampler2DArray shadowSampler{X};
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uniform highp sampler2DArray shadowSampler{X};
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#endif
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#endif
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+
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+ #ifdef SHADOWCSMDEBUG{X}
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+ const vec3 vCascadeColorsMultiplier{X}[8] = vec3[8]
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+ (
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+ vec3 ( 1.5, 0.0, 0.0 ),
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+ vec3 ( 0.0, 1.5, 0.0 ),
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+ vec3 ( 0.0, 0.0, 5.5 ),
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+ vec3 ( 1.5, 0.0, 5.5 ),
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+ vec3 ( 1.5, 1.5, 0.0 ),
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+ vec3 ( 1.0, 1.0, 1.0 ),
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+ vec3 ( 0.0, 1.0, 5.5 ),
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+ vec3 ( 0.5, 3.5, 0.75 )
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+ );
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+ vec3 shadowDebug{X};
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+ #endif
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+
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+ #ifdef SHADOWCSMUSESHADOWMAXZ{X}
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+ int index{X} = -1;
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+ #else
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+ int index{X} = SHADOWCSMNUM_CASCADES{X} - 1;
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+ #endif
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+
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+ float diff{X} = 0.;
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#elif defined(SHADOWCUBE{X})
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#elif defined(SHADOWCUBE{X})
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uniform samplerCube shadowSampler{X};
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uniform samplerCube shadowSampler{X};
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#else
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#else
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