Black out high walls
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@@ -16,13 +16,13 @@ void main()
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cenPosT = vec2 ( (cenPos.x + 1) * 0.5 * winSize.x , (cenPos.y + 1) * 0.5 * winSize.y);
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gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, -0.9 , 1);
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gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, -0.2 , 1);
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EmitVertex();
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gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y + gRad/winSize.y, -0.9 , 1);
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gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y + gRad/winSize.y, -0.2 , 1);
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EmitVertex();
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gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y - gRad/winSize.y, -0.9 , 1);
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gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y - gRad/winSize.y, -0.2 , 1);
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EmitVertex();
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gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y - gRad/winSize.y, -0.9 , 1);
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gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y - gRad/winSize.y, -0.2 , 1);
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EmitVertex();
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EndPrimitive();
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@@ -5,6 +5,7 @@ layout (triangle_strip, max_vertices = 11) out;
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uniform vec2 lightPos;
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uniform mat4 perpMat;
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uniform mat4 worldMat;
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uniform float facesToDraw;
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vec2 lightPosa = ( perpMat * vec4(lightPos,0,1) ).xy;
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