Fixed numerous bugs.
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@@ -50,6 +50,8 @@ uniform vec4 shadow_clip;
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VARYING vec2 vary_fragcoord;
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uniform vec2 kern_scale;
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uniform mat4 inv_proj;
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uniform vec2 proj_shadow_res;
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uniform vec3 sun_dir;
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@@ -62,6 +64,7 @@ uniform float shadow_offset;
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uniform float spot_shadow_bias;
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uniform float spot_shadow_offset;
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vec2 encode_normal(vec3 n)
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{
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float f = sqrt(8 * n.z + 8);
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@@ -241,7 +244,7 @@ void main()
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}
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frag_color[0] = shadow;
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frag_color[1] = texture2D(diffuseRect,vary_fragcoord).r;
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frag_color[1] = texture2D(diffuseRect,vary_fragcoord.xy * kern_scale).r;
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spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0);
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