Revert a hack for shadows.
It helps for horizontal surfaces, but makes vertical surfaces worse (for example rocks in cornfield crossing), so it's not really a solution.
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@ -36,9 +36,7 @@ float getShadowFactor(vec3 pos, int index)
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{
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for (float j = -1.; j <= 1.; j += 1.)
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{
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// result += texture(shadowtex, vec4(shadowtexcoord + vec2(i,j) / shadow_res, float(index), d));
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// Added a hack with j+1. to avoid ugly lines
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result += texture(shadowtex, vec4(shadowtexcoord + vec2(i,j+1.) / shadow_res, float(index), d));
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result += texture(shadowtex, vec4(shadowtexcoord + vec2(i,j) / shadow_res, float(index), d));
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}
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}
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