Improved flicker functions a bit.
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@ -29,7 +29,7 @@ const float begin_2 = 0;
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const float end_2 = 3;
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float flickerFunction() {
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return sin(time);
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return pow(0.6*sin(10.0*time), 2) + 0.4;
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}
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float radiusFunction(float x) {
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@ -65,7 +65,7 @@ vec2 poissonDisk[16] = vec2[](
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);
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float flickerFunction() {
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return sin(time);
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return pow(0.6*sin(10.0*time), 2) + 0.4;
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}
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float sampleDirectionalShadow(sampler2DShadow shadowMap, vec4 shadowCoord, float maxBias ) {
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