uniform sampler2D ShadowMapClientMap; #ifdef COLORED_SHADOWS uniform sampler2D ShadowMapClientMapTraslucent; #endif uniform sampler2D ShadowMapSamplerdynamic; #ifdef GL_ES varying mediump vec2 varTexCoord; #else centroid varying vec2 varTexCoord; #endif void main() { #ifdef COLORED_SHADOWS vec2 first_depth = texture2D(ShadowMapClientMap, varTexCoord).rg; vec2 depth_splitdynamics = vec2(texture2D(ShadowMapSamplerdynamic, varTexCoord).r, 0.0); if (first_depth.r > depth_splitdynamics.r) first_depth = depth_splitdynamics; vec2 depth_color = texture2D(ShadowMapClientMapTraslucent, varTexCoord).rg; gl_FragColor = vec4(first_depth.r, first_depth.g, depth_color.r, depth_color.g); #else float first_depth = texture2D(ShadowMapClientMap, varTexCoord).r; float depth_splitdynamics = texture2D(ShadowMapSamplerdynamic, varTexCoord).r; first_depth = min(first_depth, depth_splitdynamics); gl_FragColor = vec4(first_depth, 0.0, 0.0, 1.0); #endif }