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- if (light.occlusionLayer > 0)
- {
- vec4 projShadow = light.lmvpMatrix * worldSpaceVertex;
- vec4 uvzw;
- uvzw.xyw = projShadow.xyz/projShadow.w;
- uvzw.z = light.occlusionLayer-1;
- float factor = texture( lightOcclusionTextureArray, uvzw );
- fDiffuseColor *= factor;
- }
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