Indentation style changed to Horstmann
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@@ -17,8 +17,7 @@ uniform float quadraticAttenuation[maxNumberOfLights];
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uniform float spotExponent[maxNumberOfLights];
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in VertexData
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{
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vec3 Position;
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{ vec3 Position;
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vec3 Normal;
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vec2 TextureCoord;
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vec3 ShadowCoord;
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@@ -53,12 +52,10 @@ void main()
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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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{
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float bias = 0.00005;
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{ float bias = 0.00005;
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vec4 shadowMapValue = texture(shadowMap, Input.ShadowCoord.xy);
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if (shadowMapValue.z < clamp(Input.ShadowCoord.z - bias, 0, 1))
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{
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visibility = 0.3;
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{ visibility = 0.3;
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}
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}
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@@ -67,8 +64,7 @@ void main()
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float attenuation;
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for(int i = 0; i < numberOfLights && i < maxNumberOfLights; i++)
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{
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// Light
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{ // Light
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//vec3 lightPosition = vec3(0, 0, 2);
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vec3 Ls = specular[i]; // Specular light
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vec3 Ld = diffuse[i]; // Diffuse light
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