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Support array textures in shadow renderer (the lazy way)
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@@ -1,18 +1,22 @@
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// FIXME missing array texture handling
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uniform sampler2D ColorMapSampler;
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#ifdef USE_ARRAY_TEXTURE
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uniform mediump sampler2DArray baseTexture;
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#else
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uniform sampler2D baseTexture;
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#endif
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varying vec4 tPos;
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#ifdef GL_ES
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varying mediump vec2 varTexCoord;
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#else
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centroid varying vec2 varTexCoord;
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#endif
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CENTROID_ VARYING_ mediump vec2 varTexCoord;
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CENTROID_ VARYING_ float varTexLayer; // actually int
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void main()
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{
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vec4 col = texture2D(ColorMapSampler, varTexCoord);
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// FIXME: magic number???
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if (col.a < 0.70)
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#ifdef USE_ARRAY_TEXTURE
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vec4 base = texture(baseTexture, vec3(varTexCoord, varTexLayer)).rgba;
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#else
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vec4 base = texture2D(baseTexture, varTexCoord).rgba;
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#endif
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// (this totally ignores the node's alpha mode)
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if (base.a < 0.70)
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discard;
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float depth = 0.5 + tPos.z * 0.5;
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