fixed an isue in shadow shaders where shadows outside of the shadowZExtend were dark instead of light.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9905 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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engine/src/core-data/Common/MatDefs/Shadow
@ -59,6 +59,8 @@ void main(){
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}else if( shadowPosition < m_Splits.w){
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shadowBorderScale = 0.125;
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shadow = GETSHADOW(m_ShadowMap3, projCoord3);
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}else{
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shadow = 1.0;
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}
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shadow= shadow * m_ShadowIntensity + (1.0 - m_ShadowIntensity);
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@ -59,6 +59,8 @@ float shadow = 0.0;
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}else if( shadowPosition < m_Splits.w){
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shadowBorderScale = 0.125;
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shadow = GETSHADOW(m_ShadowMap3, projCoord3);
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}else{
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shadow = 1.0;
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}
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shadow= shadow * m_ShadowIntensity + (1.0 - m_ShadowIntensity);
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@ -42,6 +42,8 @@ void main(){
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}else if( shadowPosition < m_Splits.w){
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shadowBorderScale = 0.125;
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shadow = GETSHADOW(m_ShadowMap3, projCoord3);
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}else{
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shadow = 1.0;
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}
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shadow = shadow * m_ShadowIntensity + (1.0 - m_ShadowIntensity);
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@ -44,6 +44,8 @@ void main(){
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}else if( shadowPosition < m_Splits.w){
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shadowBorderScale = 0.125;
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shadow = GETSHADOW(m_ShadowMap3, projCoord3);
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}else{
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shadow = 1.0;
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}
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shadow= shadow * m_ShadowIntensity + (1.0 - m_ShadowIntensity);
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