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code tiny error
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@@ -202,7 +202,7 @@ void main()
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lightDistance = lightDistance / far_plane;
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lightDistance = lightDistance / far_plane;
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// Write this as modified depth
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// Write this as modified depth
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gl_FragDepth = gl_FragCoord.z;
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gl_FragDepth = lightDistance;
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}
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}
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```
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```
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@@ -476,4 +476,4 @@ PCF算法的结果如果没有变得更好,也是非常不错的,这是柔
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- [Shadow Mapping for point light sources in OpenGL](http://www.sunandblackcat.com/tipFullView.php?l=eng&topicid=36):sunandblackcat的万向阴影映射教程。
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- [Shadow Mapping for point light sources in OpenGL](http://www.sunandblackcat.com/tipFullView.php?l=eng&topicid=36):sunandblackcat的万向阴影映射教程。
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- [Multipass Shadow Mapping With Point Lights](http://ogldev.atspace.co.uk/www/tutorial43/tutorial43.html):ogldev的万向阴影映射教程。
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- [Multipass Shadow Mapping With Point Lights](http://ogldev.atspace.co.uk/www/tutorial43/tutorial43.html):ogldev的万向阴影映射教程。
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- [Omni-directional Shadows](http://www.cg.tuwien.ac.at/~husky/RTR/OmnidirShadows-whyCaps.pdf):Peter Houska的关于万向阴影映射的一组很好的ppt。
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- [Omni-directional Shadows](http://www.cg.tuwien.ac.at/~husky/RTR/OmnidirShadows-whyCaps.pdf):Peter Houska的关于万向阴影映射的一组很好的ppt。
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