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Update #34 - Add dynamic lights, fix vanilla world seeds
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@ -33,8 +33,8 @@ out vec4 v_color4f;
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uniform mat4 u_matrixTransform;
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uniform vec3 u_texCoordSize2f_particleSize1f;
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uniform vec4 u_transformParam_1_2_3_4_f;
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uniform float u_transformParam_5_f;
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uniform vec3 u_transformParam_1_2_5_f;
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uniform vec2 u_transformParam_3_4_f;
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uniform vec4 u_color4f;
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uniform sampler2D u_lightmapTexture;
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@ -51,11 +51,8 @@ void main() {
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vec3 pos3f = p_position3f;
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vec2 spos2f = a_position2f * particleSize;
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pos3f.x += u_transformParam_1_2_3_4_f.x * spos2f.x;
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pos3f.x += u_transformParam_1_2_3_4_f.w * spos2f.y;
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pos3f.y += u_transformParam_1_2_3_4_f.y * spos2f.y;
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pos3f.z += u_transformParam_1_2_3_4_f.z * spos2f.x;
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pos3f.z += u_transformParam_5_f * spos2f.y;
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pos3f += u_transformParam_1_2_5_f * spos2f.xyy;
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pos3f.zx += u_transformParam_3_4_f * spos2f;
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gl_Position = u_matrixTransform * vec4(pos3f, 1.0);
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}
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