Work done on light and shadows.
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@@ -28,7 +28,7 @@ float Shadow(vec4 ShadowCoord)
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bias = clamp(bias, 0.0, 0.01);
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if( texture(ShadowTexture, Input.ShadowCoord.xy).z < ShadowCoord.z - bias)
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{
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return 0.3;
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return 0.6;
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}
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else
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{
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