step_06.glsl Diff
step_05.glsl to step_06.glsl diff
--- /home/docs/checkouts/readthedocs.org/user_builds/arcade-library/checkouts/latest/doc/tutorials/raycasting/step_05.glsl
+++ /home/docs/checkouts/readthedocs.org/user_builds/arcade-library/checkouts/latest/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;
}