Commit before reorganising level generation
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@@ -2,5 +2,5 @@
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out vec4 fColor;
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void main()
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{
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fColor = vec4 (0.9,0.5,0,0);
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fColor = vec4 (0,0,0,0);
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}
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@@ -36,7 +36,9 @@ void main()
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// first test if the edge is part of the silhouette
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// that is, if the normals of the faces connected by the edge point in
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// "different directions" wrt the light direction
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if ( dot(n0 , lightDir) * dot(n1 , lightDir) < 0 )
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if ( dot(n0 , lightDir) * dot(n1 , lightDir) <= 0 )
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// using <= rather than < seems to get rid of overlapping shadow
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// artefacts
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{
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vec4 p2 = shiftNear(p0);
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vec4 p3 = shiftNear(p1);
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