Refactor lighting shaders
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@@ -3,10 +3,10 @@ layout (points) in;
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layout (triangle_strip, max_vertices = 11) out;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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uniform vec2 lightPos;
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vec2 lightPosa = ( theMat * vec4(lightPos,0,1) ).xy;
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vec2 lightPosa = ( theMat * vec4(lightPos,0.1,1) ).xy;
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vec4 shift (vec4 p)
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{ return vec4 (p.xy + (200 * (p.xy-lightPos)), 0 , 1);
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{ return vec4 (p.xy + (200 * (p.xy-lightPos)), 0.1 , 1);
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}
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float isLHS (vec2 startV, vec2 testV)
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{
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@@ -15,8 +15,8 @@ float isLHS (vec2 startV, vec2 testV)
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// construct a box with openings on bottom face and face away from wall
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void main()
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{
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vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0,1);
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vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0,1);
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vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0.1,1);
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vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0.1,1);
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if (isLHS (p1.xy - lightPos, p2.xy - lightPos) < 0)
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{
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vec4 p3 = vec4 (p1.xy,-0.5,1);
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