impostor shading better matching 3d model shading
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@ -167,8 +167,6 @@ fragment_shader [[
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Surface surface = getSurface();
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vec4 self_shadow = textureLod(u_selfshadow, v_uv, 0);
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float shadow = dot(self_shadow, v_shadow_coefs);
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shadow *= shadow;
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shadow *= shadow;
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vec3 res = computeDirectLight(surface
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, Global.light_dir.xyz
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