Jeep physics
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@@ -52,7 +52,7 @@ void main()
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//float bias = 0.001 * tan(acos(cosTheta)); // cosTheta is dot( n,l ), clamped between 0 and 1
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//bias = clamp(bias, 0.0, 0.01);
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float visibility = 1.0;
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if (Input.ShadowCoord.x >= 0.0 && Input.ShadowCoord.x <= 1.0 && Input.ShadowCoord.y >= 0.0 && Input.ShadowCoord.y <= 1.0)
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/*if (Input.ShadowCoord.x >= 0.0 && Input.ShadowCoord.x <= 1.0 && Input.ShadowCoord.y >= 0.0 && Input.ShadowCoord.y <= 1.0)
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{
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float bias = 0.00005;
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vec4 shadowMapValue = texture(shadowMap, Input.ShadowCoord.xy);
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@@ -60,7 +60,7 @@ void main()
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{
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visibility = 0.3;
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}
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}
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}*/
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vec3 totalLighting = La * Ka * visibility;
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