- // player shadow
- float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.1 );
- float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );
- player_shadow *= player_shadow*player_shadow*player_shadow;
-
- return 1.0 - max( player_shadow*0.8, famt );