Add lighting on walls, imperfect
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@@ -23,12 +23,12 @@ vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0,1);
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vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0,1);
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if (isLHS (p1.xy - lightPos, p2.xy - lightPos) < 0)
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{
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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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vec4 p5 = shift(p1);
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vec4 p6 = shift(p2);
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vec4 p7 = vec4 (p6.xy,-0.2,1);
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vec4 p8 = vec4 (p5.xy,-0.2,1);
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vec4 p7 = vec4 (p6.xy,-0.5,1);
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vec4 p8 = vec4 (p5.xy,-0.5,1);
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vec4 a1 = perpMat * p1;
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vec4 a2 = perpMat * p2;
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