float compute_board_shadow()
{
// player shadow
- float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.1 );
+ float dist_to_player = max( 0.0, sdLine( aWorldCo, g_board_0.xyz,
+ g_board_1.xyz )-0.1 );
float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );
player_shadow *= player_shadow*player_shadow*player_shadow;