Slight improvement to light sources and shadows
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@@ -8,7 +8,7 @@ void main()
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vec2 pos = gl_FragCoord.xy;
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float dist = min(1 , 2*distance(pos,cenPosT) / (gParams.x));
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//float c = pow(gParams.y*dist,2);
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float c = pow(1-dist,2);
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float c = gParams.y * pow(1-dist,2);
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fColor = vec4( c,c,c ,c );
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// fColor = vec4( 1,0,0 , 1);
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// fColor = vec4( 1,0,0 , pow(dist,2) );
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+12
-12
@@ -12,18 +12,18 @@ void main()
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vec2 posc = vBackPoss[0].xy;
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vec2 posd = vBackPoss[0].zw;
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gl_Position = vec4 (posa, 0 , 1);
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EmitVertex();
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gl_Position = vec4 (posa + (200 * (posa - lightPos)), 0 , 1);
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EmitVertex();
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gl_Position = vec4 (posb, 0 , 1);
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EmitVertex();
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gl_Position = vec4 (posb + (200 * (posb - lightPos)), 0 , 1);
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EmitVertex();
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gl_Position = vec4 (posb + (200 * (posb - lightPos)), 0 , 1);
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EmitVertex();
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gl_Position = vec4 (posd, 0 , 1);
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EmitVertex();
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// gl_Position = vec4 (posa, 0 , 1);
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// EmitVertex();
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// gl_Position = vec4 (posa + (200 * (posa - lightPos)), 0 , 1);
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// EmitVertex();
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// gl_Position = vec4 (posb, 0 , 1);
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// EmitVertex();
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// gl_Position = vec4 (posb + (200 * (posb - lightPos)), 0 , 1);
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// EmitVertex();
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// gl_Position = vec4 (posb + (200 * (posb - lightPos)), 0 , 1);
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// EmitVertex();
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// gl_Position = vec4 (posd, 0 , 1);
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// EmitVertex();
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gl_Position = vec4 (posd, 0 , 1);
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EmitVertex();
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gl_Position = vec4 (posd + (200 * (posd - lightPos)), 0 , 1);
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