tinyrenderer: disable triangle backface culling (doesn't work well, cull triangles that should be visible)
GLInstancingRenderer: allow to set the light position
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@@ -39,7 +39,9 @@ void main(void)
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float visibility = texture(shadowMap, vec3(ShadowCoord.xy,(ShadowCoord.z)/ShadowCoord.w));
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if (intensity<0.5)
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visibility = 0;
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intensity = 0.7*intensity + 0.3*intensity*visibility;
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cf = intensity*(vec3(1.0,1.0,1.0)-ambient)+ambient;
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