Added gl_PerVertex outputs
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@ -23,6 +23,10 @@ layout (location = 2) out vec3 outViewVec;
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layout (location = 3) out vec3 outLightVec;
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layout (location = 4) out vec4 outShadowCoord;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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const mat4 biasMat = mat4(
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0.5, 0.0, 0.0, 0.0,
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