Working shadows, however ugly they are.
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@@ -23,8 +23,6 @@ const vec3 kd = vec3(1.0, 1.0, 1.0);
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const vec3 ka = vec3(1.0, 1.0, 1.0);
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const float kshine = 1.0;
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in VertexData
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{
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vec3 Position;
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@@ -73,7 +71,6 @@ vec4 phong(vec3 position, vec3 normal)
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//float alpha = dist / radius;
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//float dampingFactor = 1.0 - pow(alpha, 3);
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return vec4((Id + Is) * attenuation, 1.0);
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}
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