Update
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ccc53cf5f7
commit
a3c71430d5
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@ -103,7 +103,7 @@ void main(void)
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//T2= uv;
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vec2 eyeRay = vec2 (tsEyeVec.x, tsEyeVec.y);
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vec2 ds = eyeRay * 0.08;
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vec2 ds = eyeRay * 0.10;
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float dist = find_intersection(T2, ds);
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T2 += dist * ds;
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T1 += dist * ds;
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@ -81,9 +81,9 @@ void main(void)
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worldPosition = (mWorld * gl_Vertex).xyz;
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vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
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normal = normalize(gl_Normal);
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tangent = normalize(gl_MultiTexCoord1.xyz);
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binormal = normalize(gl_MultiTexCoord2.xyz);
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normal = normalize(gl_NormalMatrix * gl_Normal);
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tangent = normalize(gl_NormalMatrix * gl_MultiTexCoord1.xyz);
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binormal = normalize(gl_NormalMatrix * gl_MultiTexCoord2.xyz);
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vec3 v;
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