vec4 t = texture(shadowmapTexture, shadowmapCoords);\r
//vec4 t = blur(shadowmapTexture, shadowmapCoords, vec2(screenWidth, screenHeight));\r
\r
- BacksideIrradiance = t.r + t.g*10 + t.b*100;\r
+ BacksideIrradiance = t.r; //*100 + t.g + t.b/100;\r
\r
- vec3 lightDir = (vec3(0, 0, 0) - lightPos);\r
+ vec3 lightDir = normalize(FragPos - lightPos);\r
Backside = (lightPos + (lightDir * BacksideIrradiance));\r
//Backside = texture(shadowmapTexture, shadowmapCoords).xyz*10;\r
}\r