improve shadows
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@@ -203,21 +203,16 @@ void BlocksRenderer::blockXSprite(
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const float w = size.x / 1.41f;
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const glm::vec4 tint (0.8f);
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glm::vec3 n;
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float bias = 0.05f;
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glm::vec3 n(0.0f, 1.0f, 0.0f);
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n = glm::vec3(-0.7f, 0, -0.7f);
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face(glm::vec3(x + xs, y, z + zs) + n * bias, w, size.y, 0, {-1, 0, 1}, {0, 1, 0}, n,
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face({x + xs, y, z + zs}, w, size.y, 0, {-1, 0, 1}, {0, 1, 0}, n,
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texface1, lights2, tint);
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n = glm::vec3(-0.7f, 0, 0.7f);
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face(glm::vec3(x + xs, y, z + zs) + n * bias, w, size.y, 0, {1, 0, 1}, {0, 1, 0}, n,
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face({x + xs, y, z + zs}, w, size.y, 0, {1, 0, 1}, {0, 1, 0}, n,
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texface1, lights1, tint);
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n = glm::vec3(0.7f, 0, -0.7f);
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face(glm::vec3(x + xs, y, z + zs) + n * bias, w, size.y, 0, {-1, 0, -1}, {0, 1, 0}, n,
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face({x + xs, y, z + zs}, w, size.y, 0, {-1, 0, -1}, {0, 1, 0}, n,
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texface2, lights2, tint);
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n = glm::vec3(0.7f, 0, 0.7f);
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face(glm::vec3(x + xs, y, z + zs) + n * bias, w, size.y, 0, {1, 0, -1}, {0, 1, 0}, n,
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face({x + xs, y, z + zs}, w, size.y, 0, {1, 0, -1}, {0, 1, 0}, n,
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texface2, lights1, tint);
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}
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