Add lighting on walls, imperfect
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@@ -18,16 +18,16 @@ void main()
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cenPosT = vec2 ( (cenPos.x + 1) * 0.5 * winSize.x , (cenPos.y + 1) * 0.5 * winSize.y);
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dField = vec2 ( 1, 1);
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gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, -0.2 , 1);
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gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, -0 , 1);
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EmitVertex();
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dField = vec2 (-1, 1);
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gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y + gRad/winSize.y, -0.2 , 1);
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gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y + gRad/winSize.y, -0 , 1);
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EmitVertex();
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dField = vec2 ( 1,-1);
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gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y - gRad/winSize.y, -0.2 , 1);
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gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y - gRad/winSize.y, -0 , 1);
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EmitVertex();
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dField = vec2 (-1,-1);
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gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y - gRad/winSize.y, -0.2 , 1);
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gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y - gRad/winSize.y, -0 , 1);
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EmitVertex();
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EndPrimitive();
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