Implement different shadow resolutions
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@@ -11,7 +11,7 @@ uniform mat4 worldMat;
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void main()
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{
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lum = gl_in[0].gl_Position.w;
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vec2 cenPos = vec2( gl_in[0].gl_Position.x / 2, gl_in[0].gl_Position.y / 2);
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vec4 cenPos = worldMat * vec4( gl_in[0].gl_Position.xy, 0 , 1);
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float gRad = gl_in[0].gl_Position.z * zoom * 2;
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dField = vec2 ( 1, 1);
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