Work on geometry shader based shadows
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@@ -9,6 +9,7 @@ layout (std140, binding = 1) uniform LightsBlock
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} ;
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uniform int lightID;
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vec3 lightPos = posBool[lightID].xyz ;
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float theBool = posBool[gl_InvocationID].w;
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// this code is duplicated in lineShadow.geom, should not be changed on its own
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vec4 projNear (vec4 pos)
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{
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@@ -29,6 +30,7 @@ void main()
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( p0.z - lightPos.z > 0 )
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&& ( p1.z - lightPos.z > 0 )
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&& ( p2.z - lightPos.z > 0 )
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&& theBool == 1
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)
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{
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// the front cap
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