Use stencil test to not draw floors where there are chasms
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@@ -1,6 +0,0 @@
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#version 450 core
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out vec4 fColor;
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void main()
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{
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fColor = vec4 (0,0,0,1);
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}
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@@ -36,8 +36,8 @@ void main() {
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vec2 p2cs = p2 + closeshift;
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vec2 p2o = vec2( distance(p2,lightPos.xy) > rad2 ? p2cs : shift(p2) );
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gl_Position = theMat * vec4(p1o,0,1); EmitVertex();
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gl_Position = theMat * vec4(p1,0,1); EmitVertex();
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gl_Position = theMat * vec4(p1o,-500,1); EmitVertex();
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gl_Position = theMat * vec4(p1,-500,1); EmitVertex();
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gl_Position = theMat * vec4(p1o,100,1); EmitVertex();
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gl_Position = theMat * vec4(p1,100,1); EmitVertex();
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gl_Position = theMat * vec4(p1cs,100,1); EmitVertex();
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@@ -52,15 +52,15 @@ void main() {
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// gl_Position = theMat * vec4(p2,0,1); EmitVertex();
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gl_Position = theMat * vec4(p2,100,1); EmitVertex();
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gl_Position = theMat * vec4(p2,0,1); EmitVertex();
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gl_Position = theMat * vec4(p2,-500,1); EmitVertex();
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gl_Position = theMat * vec4(p2o,100,1); EmitVertex();
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gl_Position = theMat * vec4(p2o,0,1); EmitVertex();
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gl_Position = theMat * vec4(p2o,-500,1); EmitVertex();
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gl_Position = theMat * vec4(p2cs,100,1); EmitVertex();
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gl_Position = theMat * vec4(p2cs,0,1); EmitVertex();
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gl_Position = theMat * vec4(p2cs,-500,1); EmitVertex();
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gl_Position = theMat * vec4(p1cs,100,1); EmitVertex();
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gl_Position = theMat * vec4(p1cs,0,1); EmitVertex();
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gl_Position = theMat * vec4(p1cs,-500,1); EmitVertex();
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gl_Position = theMat * vec4(p1o,100,1); EmitVertex();
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gl_Position = theMat * vec4(p1o,0,1); EmitVertex();
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gl_Position = theMat * vec4(p1o,-500,1); EmitVertex();
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EndPrimitive();
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} else {
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