Re-add face culling as required for instanced shadow caps
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@@ -16,9 +16,9 @@ vec4 projNear (vec4 pos)
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// note we project to a specific height
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// this is quite brittle, not ideal
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vec3 dir = pos.xyz - lightPos ;
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float a = (140 - pos.z) / dir.z ;
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float a = (100 - pos.z) / dir.z ;
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vec2 xy = (pos.xyz + a * dir).xy ;
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return vec4 ( xy, 140 , 1) ;
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return vec4 ( xy, 100 , 1) ;
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}
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void main()
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{
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@@ -22,13 +22,13 @@ vec4 projNear(vec4 pos) {
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// note we project to a specific height
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// this is quite brittle, not ideal
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vec3 dir = pos.xyz - lightPos;
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float a = (140 - pos.z) / dir.z;
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float a = (100 - pos.z) / dir.z;
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vec2 xy = (pos.xyz + a * dir).xy;
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return vec4(xy, 140, 1);
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return vec4(xy, 100, 1);
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};
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vec4 shiftNear(vec4 pos) {
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vec4 sp = shift(pos);
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if (sp.z > 140) {
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if (sp.z > 100) {
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return projNear(pos);
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} else {
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return sp;
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+1
-1
@@ -261,7 +261,7 @@ instanceLightMap cfig pdata lightPoints nWalls nSils nCaps toPos = do
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GL_UNSIGNED_SHORT
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nullPtr
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--draw caps on the near plane as required
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--glEnable GL_CULL_FACE
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glEnable GL_CULL_FACE
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glCullFace GL_BACK
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--glCullFace GL_FRONT
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glUseProgram (_shadName lcapShad)
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