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Oct 20th, 2016
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  1. if (light.occlusionLayer > 0)
  2. {
  3. vec4 projShadow = light.lmvpMatrix * worldSpaceVertex;
  4.  
  5. vec4 uvzw;
  6. uvzw.xyw = projShadow.xyz/projShadow.w;
  7. uvzw.z = light.occlusionLayer-1;
  8. float factor = texture( lightOcclusionTextureArray, uvzw );
  9.  
  10. fDiffuseColor *= factor;
  11.  
  12. }
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