Use vertex pulling for wall shadows
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@@ -12,7 +12,7 @@ void main()
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{
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vec4 pp = data[gl_VertexID / 6].pospos;
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int j = indices[gl_VertexID % 6];
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float z = (j > 1.5 ? 5000 : 100);
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float z = (j / 2 > 0.5 ? 5000 : 100);
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vec2 xy = (j % 2 > 0 ? pp.xy : pp.zw);
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gl_Position = theMat * vec4(xy,z,1);
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}
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