Tighter fit on projection.
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@@ -56,8 +56,8 @@ vec3 getNormal(vec3 worldPos) {
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bool isInClipBounds(vec3 v) {
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return v.x >= -1 && v.x <= 1 &&
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v.y >= -1 && v.y <= 1 &&
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v.z >= -1 && v.z <= 1;
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v.y >= -1 && v.y <= 1 &&
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v.z >= -1 && v.z <= 1;
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}
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float toLinearDepth(float depth, float zNear, float zFar) {
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@@ -92,7 +92,7 @@ bool getProjectorColor(vec3 worldPos, vec3 worldNormal, mat4 projectorCamera,
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float projectorDepth = texture2D(projectorDepthSampler, projectorUv).r;
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float projectorClipDepth = projectorDepth * 2 - 1;
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if (projectorClipPos.z < projectorClipDepth + 0.005) {
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if (projectorClipPos.z <= projectorClipDepth + 0.0001) {
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vec4 projectorColor = texture2D(projectorColorSampler, vec2(projectorUv.s, 1 - projectorUv.t));
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float dotAttenuation = clamp((d - DOT_EPSILON) / (1 - DOT_EPSILON), 0, 1);
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float distanceAttenuation = clamp(1 - (linearDepth - START_FADE_DISTANCE) / (MAX_DISTANCE - START_FADE_DISTANCE), 0, 1);
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