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fixed local renderer broken due to missing uniform (oops)
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@@ -1260,6 +1260,12 @@ void RenderableGlobe::renderChunks(const RenderData& data, RendererTasks&,
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);
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}
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// Local shader
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_localRenderer.program->setUniform(
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"projectionTransform",
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data.camera.sgctInternal.projectionMatrix()
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);
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// Light direction uniforms, only used in fragment shader
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if (nightLayersActive || waterLayersActive || _performShading) {
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const glm::dvec3 directionToSunWorldSpace =
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