Fix shadowmap.fs
also suffers the same problem as pbr.fs
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#version 120
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#version 120
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precision mediump float;
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// This shader is based on the basic lighting shader
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// This shader is based on the basic lighting shader
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// This only supports one light, which is directional, and it (of course) supports shadows
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// This only supports one light, which is directional, and it (of course) supports shadows
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// Input vertex attributes (from vertex shader)
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// Input vertex attributes (from vertex shader)
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varying in vec3 fragPosition;
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varying vec3 fragPosition;
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varying in vec2 fragTexCoord;
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varying vec2 fragTexCoord;
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//varying in vec4 fragColor;
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//varying in vec4 fragColor;
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varying in vec3 fragNormal;
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varying vec3 fragNormal;
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// Input uniform values
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// Input uniform values
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uniform sampler2D texture0;
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uniform sampler2D texture0;
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