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add DISTANT HORIZONS SHADER PROGRAMS, and then make them work.
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@ -8,7 +8,6 @@ uniform mat4 shadowProjection;
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uniform vec3 cameraPosition;
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#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
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#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
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@ -52,4 +51,4 @@ vec3 toShadowSpaceProjected(vec3 p3){
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p3 = diagonal3(shadowProjection) * p3 + shadowProjection[3].xyz;
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return p3;
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}
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}
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