Set depth buffer from your pov before casting shadows
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@@ -42,6 +42,8 @@ createLightMap pdata lightPoints nWalls nSils nsurfVs = do
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drawShader (_lightingWallShader pdata) nWalls
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-- draw foreground elements to set z buffer
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drawShader (_lightingSurfaceShader pdata) nsurfVs
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drawShader (_lightingOccludeShader pdata) nWalls
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-- for each of the lights:
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-- stencil out the walls from this light's point of view
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-- draw fading lightmap circles on the floor
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