Thorsten Renk: since the 2d and 3d shadow share the fragment shader, you've unfortunately just broken the 2d shadow technique which does not generate varying alpha_correction in the vertex shader
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@ -26,9 +26,11 @@ if (x < -15.0) {return 0.0;}
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return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
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}
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varying float alpha_correction;
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void main()
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{
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alpha_correction = 1.0;
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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