step_06.glsl Diff#

step_05.glsl to step_06.glsl diff#
--- /home/docs/checkouts/readthedocs.org/user_builds/arcade-library/checkouts/development/doc/tutorials/raycasting/step_05.glsl
+++ /home/docs/checkouts/readthedocs.org/user_builds/arcade-library/checkouts/development/doc/tutorials/raycasting/step_06.glsl
@@ -10,6 +10,10 @@
     float samplePointAlpha = texture(iChannel0, samplePoint).a;
     float sampleStepped = step(0.1, samplePointAlpha);
     float returnValue = 1.0 - sampleStepped;
+
+    // Soften the shadows. Comment out for hard shadows.
+    // The closer the first number is to 1.0, the softer the shadows.
+    returnValue = mix(0.98, 1.0, returnValue);
 
     return returnValue;
 }