fixed many memory leaks
added working shadows, using basic shadow mapping
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@@ -11,8 +11,7 @@ layout (location = 5) in vec4 instance_color;
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layout (location = 6) in vec3 instance_scale;
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uniform mat4 ModelViewMatrix;
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uniform mat4 ProjectionMatrix;
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uniform mat4 depthMVP;
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vec4 quatMul ( in vec4 q1, in vec4 q2 )
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@@ -50,7 +49,7 @@ void main(void)
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{
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vec4 q = instance_quaternion;
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vec4 localcoord = quatRotate3( position.xyz*instance_scale,q);
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vec4 vertexPos = ProjectionMatrix * ModelViewMatrix * vec4( (instance_position+localcoord).xyz,1);
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vec4 vertexPos = depthMVP * vec4( (instance_position+localcoord).xyz,1);
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gl_Position = vertexPos;
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}
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