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glsl: fix shadowMatrix for point lights
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@ -1684,8 +1684,11 @@ fetch_specified_member(const NodePath &np, CPT_InternalName attrib, LMatrix4 &t)
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t = get_external_transform()->get_mat() *
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t = get_external_transform()->get_mat() *
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get_scene()->get_camera_transform()->get_mat() *
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get_scene()->get_camera_transform()->get_mat() *
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np.get_net_transform()->get_inverse()->get_mat() *
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np.get_net_transform()->get_inverse()->get_mat() *
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LMatrix4::convert_mat(_coordinate_system, lens->get_coordinate_system()) *
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LMatrix4::convert_mat(_coordinate_system, lens->get_coordinate_system());
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lens->get_projection_mat() * biasmat;
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if (!node->is_of_type(PointLight::get_class_type())) {
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t *= lens->get_projection_mat() * biasmat;
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}
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return &t;
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return &t;
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} else {
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} else {
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