GP: Fix Shadow rotation bug
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@@ -60,6 +60,12 @@ void main()
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/* move point to new coords system */
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vec2 tpos = vec2(uv.x, uv.y) - loc2d;
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/* rotation */
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if (rotation != 0) {
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vec2 rotpoint = vec2((tpos.x * cosv) - (tpos.y * sinv), (tpos.x * sinv) + (tpos.y * cosv));
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tpos = rotpoint;
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}
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/* apply offset */
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tpos = vec2(tpos.x - dx, tpos.y - dy);
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@@ -67,10 +73,6 @@ void main()
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tpos.x *= 1.0 / scale[0];
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tpos.y *= 1.0 / scale[1];
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/* rotation */
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tpos.x = (tpos.x * cosv) - (tpos.y * sinv);
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tpos.y = (tpos.x * sinv) + (tpos.y * cosv);
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/* back to original coords system */
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vec2 texpos = tpos + loc2d;
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