No shadows and no skybox.
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@@ -32,6 +32,8 @@ out vec4 frag_Specular;
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float Shadow(vec4 ShadowCoord, vec3 normal)
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{
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return 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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return 0.9;
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@@ -43,7 +45,7 @@ float Shadow(vec4 ShadowCoord, vec3 normal)
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bias = clamp(bias, 0.0, 0.00003);
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//Fixed bias
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//float bias = 0.0005;
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bias = 0;
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if( texture(ShadowTexture, Input.ShadowCoord.xy).z < ShadowCoord.z + bias)
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{
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