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			29 lines
		
	
	
		
			956 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			29 lines
		
	
	
		
			956 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| uniform sampler2D ShadowMapClientMap;
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| #ifdef COLORED_SHADOWS
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| uniform sampler2D ShadowMapClientMapTraslucent;
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| #endif
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| uniform sampler2D ShadowMapSamplerdynamic;
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| 
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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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| 
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| void main()
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| {
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| #ifdef COLORED_SHADOWS
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| 	vec2 first_depth = texture2D(ShadowMapClientMap, varTexCoord).rg;
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| 	vec2 depth_splitdynamics = vec2(texture2D(ShadowMapSamplerdynamic, varTexCoord).r, 0.0);
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| 	if (first_depth.r > depth_splitdynamics.r)
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| 		first_depth = depth_splitdynamics;
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| 	vec2 depth_color = texture2D(ShadowMapClientMapTraslucent, varTexCoord).rg;
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| 	gl_FragColor = vec4(first_depth.r, first_depth.g, depth_color.r, depth_color.g);
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| #else
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| 	float first_depth = texture2D(ShadowMapClientMap, varTexCoord).r;
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| 	float depth_splitdynamics = texture2D(ShadowMapSamplerdynamic, varTexCoord).r;
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| 	first_depth = min(first_depth, depth_splitdynamics);
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| 	gl_FragColor = vec4(first_depth, 0.0, 0.0, 1.0);
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| #endif
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| }
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