Add forward shadow receiving support
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@@ -15,6 +15,7 @@ layout(set = 1, binding = 0, std140) uniform PerObjectConstants {
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layout(location = 0) out vec3 vNormalWS;
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layout(location = 1) out vec2 vTexCoord;
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layout(location = 2) out vec3 vPositionWS;
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void main() {
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vec4 positionWS = gModelMatrix * vec4(aPosition, 1.0);
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@@ -22,4 +23,5 @@ void main() {
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gl_Position = gProjectionMatrix * positionVS;
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vNormalWS = mat3(gNormalMatrix) * aNormal;
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vTexCoord = aTexCoord;
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vPositionWS = positionWS.xyz;
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}
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