WIP
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@@ -8,8 +8,8 @@ uniform samplerCubeShadow texShadowMaps[lights];
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float VectorToDepth (vec3 Vec)
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{
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vec3 AbsVec = abs(Vec);
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//float LocalZcomp = max(AbsVec.x, max(AbsVec.y, AbsVec.z));
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float LocalZcomp = length(AbsVec);
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float LocalZcomp = max(AbsVec.x, max(AbsVec.y, AbsVec.z));
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//float LocalZcomp = length(AbsVec);
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// Replace f and n with the far and near plane values you used when
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// you drew your cube map.
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