Tweak floor normal map shading
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@@ -13,9 +13,10 @@ void main() {
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vec3 norm = normbit.xyz - pos;
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float y1 = dot(normalize(norm), normalize(distVec));
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float y2 = float(y1 > 0 ? 1 : 0);
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//float y3 = clamp(0.5 * (y1 + 1),0,1) ;
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float y3 = clamp(y1 + 1,0,1) ;
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float y = float(normbit.w == 0 ? y3 : y2);
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//float y = y2;
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float y3 = clamp(0.5 * (y1 + 1),0,1) ;
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float y = float(normbit.w == 0 ? y2 : y2);
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float dist = dot(distVec, distVec);
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if (dist > rad) {
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discard;
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