Add example for projective texture.
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@@ -11,10 +11,8 @@ static const char* useShadowMapInstancingFragmentShader= \
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" vec2 texcoord;\n"
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"} vert;\n"
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"uniform sampler2D Diffuse;\n"
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"uniform sampler2DShadow shadowMap;\n"
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"uniform mat4 ViewMatrixInverse;\n"
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"in vec3 lightPos,cameraPosition, normal,ambient;\n"
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"in vec4 ShadowCoord;\n"
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"in vec4 vertexPos;\n"
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"in float materialShininess;\n"
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"in vec3 lightSpecularIntensity;\n"
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@@ -22,7 +20,7 @@ static const char* useShadowMapInstancingFragmentShader= \
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"out vec4 color;\n"
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"void main(void)\n"
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"{\n"
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" vec4 texel = fragment.color*texture(Diffuse,vert.texcoord);\n"
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" vec4 texel = fragment.color*texture(Diffuse,vert.texcoord.xy);\n"
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" vec3 ct,cf;\n"
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" float intensity,at,af;\n"
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" if (fragment.color.w==0)\n"
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@@ -58,9 +56,7 @@ static const char* useShadowMapInstancingFragmentShader= \
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" \n"
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" }\n"
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" \n"
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" float visibility = texture(shadowMap, vec3(ShadowCoord.xy,(ShadowCoord.z)/ShadowCoord.w));\n"
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" if (intensity<0.5)\n"
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" visibility = 0;\n"
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" float visibility = 1.0;\n"
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" intensity = 0.7*intensity + 0.3*intensity*visibility;\n"
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" \n"
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" cf = intensity*(vec3(1.0,1.0,1.0)-ambient)+ambient+specularReflection*visibility;\n"
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