Implement textured walls
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@@ -25,8 +25,8 @@ if (isLHS (p1.xy - lightPos, p2.xy - lightPos) < 0)
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lum = radLum.y;
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float rad = radLum.x;
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vec4 p3 = vec4 (p1.xy,-0.2,1);
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vec4 p4 = vec4 (p2.xy,-0.2,1);
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vec4 p3 = vec4 (p1.xy,-0.5,1);
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vec4 p4 = vec4 (p2.xy,-0.5,1);
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vec2 d1 = p1.xy - lightPos;
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vec2 d2 = p2.xy - lightPos;
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