Simplify ceiling oclusions
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@@ -67,10 +67,10 @@ void main() {
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vec2 closeshift = (rad * normalize(closepoint - lightPos.xy)) + lightPos.xy - closepoint;
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vec2 shifto = (rad * normalize(closepoint - lightPos.xy)) + closepoint;
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//vec2 p1o = vec2( distance(p1,lightPos.xy) > rad ? p1 : shift(p1) );
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vec2 p1o = xoo;
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//vec2 p2o = vec2( distance(p2,lightPos.xy) > rad ? p2 : shift(p2) );
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vec2 p2o = yoo;
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vec2 p1o = vec2( distance(p1,lightPos.xy) > rad ? p1 : shift(p1) );
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//vec2 p1o = xoo;
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vec2 p2o = vec2( distance(p2,lightPos.xy) > rad ? p2 : shift(p2) );
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//vec2 p2o = yoo;
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gl_Position = theMat * vec4(p1o,-500,1); EmitVertex();
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gl_Position = theMat * vec4(p1,-500,1); EmitVertex();
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