" return mix( vfrag, g_ambient_colour.rgb, faccum );\n"
"}\n"
"\n"
-"// FIXME\n"
"float sdLine( vec3 p, vec3 a, vec3 b )\n"
"{\n"
" vec3 pa = p - a;\n"
" famt+=shadow_sample((vdir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
"\n"
" // player shadow\n"
-" float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.03 );\n"
-" float player_shadow = max( 1.0-dist_to_player*1.7, 0.0 );\n"
+" float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.1 );\n"
+" float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
" player_shadow *= player_shadow*player_shadow*player_shadow;\n"
"\n"
-" famt = max( player_shadow*0.6, famt );\n"
+" famt = max( player_shadow*0.8, famt );\n"
" return mix( vfrag, g_ambient_colour.rgb, famt );\n"
"}\n"
"\n"