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cleanup
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Shaders/ShadowMapping/Scene.vert

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@@ -41,12 +41,6 @@ layout(set = 0, binding = 4) readonly buffer Indices { uint indices []; };
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#include <Bindless//MeshData.glsl>
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layout(set = 0, binding = 5) readonly buffer Meshes { MeshData meshes []; };
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/*const mat4 biasMat = mat4(
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0.5, 0.0, 0.0, 0.0,
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0.0, 0.5, 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0,
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0.5, 0.5, 0.0, 1.0);*/
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void main()
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{
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MeshData meshData = meshes[gl_BaseInstance];

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