cascade shadow wip
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@@ -228,8 +228,10 @@ void main()
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totalLighting.Specular += light_result.Specular;
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}
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totalLighting.Diffuse *= (1.5 + vec4(AmbientColor.rgb, 1.0)) - vec4(vec3(shadowFactor), 0.0);
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totalLighting.Specular *= (1.5 + vec4(AmbientColor.rgb, 1.0)) - vec4(vec3(shadowFactor), 0.0);
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//totalLighting.Diffuse *= (1.5 + vec4(AmbientColor.rgb, 1.0)) - vec4(vec3(shadowFactor), 0.0);
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//totalLighting.Specular *= (1.5 + vec4(AmbientColor.rgb, 1.0)) - vec4(vec3(shadowFactor), 0.0);
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totalLighting.Diffuse *= (1.0 + vec4(AmbientColor.rgb, 1.0)) + vec4(vec3(shadowFactor, shadowFactor, 0.0), 0.0);
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totalLighting.Specular *= (1.0 + vec4(AmbientColor.rgb, 1.0)) + vec4(vec3(shadowFactor, shadowFactor, 0.0), 0.0);
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//LightResult getInformation;
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