fixed many memory leaks
added working shadows, using basic shadow mapping
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@@ -1,5 +1,5 @@
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#version 330 core
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//precision highp float;
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#version 330
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precision highp float;
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layout (location = 0) in vec4 position;
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@@ -14,6 +14,7 @@ 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 DepthBiasModelViewProjectionMatrix;
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uniform mat4 MVP;
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out vec4 ShadowCoord;
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@@ -66,16 +67,15 @@ void main(void)
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ambient = vec3(0.3,.3,0.3);
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vec4 local_normal = (quatRotate3( vertexnormal,q));
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vec3 light_pos = vec3(-0.3,0.1,0.1);
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normal = local_normal.xyz;//normalize(ModelViewMatrix * local_normal).xyz;
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vec4 worldNormal = (quatRotate3( vertexnormal,q));
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vec3 light_pos = vec3(-5.f,100,-40);
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normal = normalize(worldNormal).xyz;
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lightDir = normalize(light_pos);//gl_LightSource[0].position.xyz));
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// lightDir = normalize(vec3(gl_LightSource[0].position));
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vec4 axis = vec4(1,1,1,0);
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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 = MVP* vec4((instance_position+localcoord).xyz,1);
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gl_Position = vertexPos;
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ShadowCoord = DepthBiasModelViewProjectionMatrix * vec4((instance_position+localcoord).xyz,1);
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