mirror of
				https://github.com/luanti-org/luanti.git
				synced 2025-11-04 01:05:48 +01:00 
			
		
		
		
	
		
			
				
	
	
		
			24 lines
		
	
	
		
			892 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			24 lines
		
	
	
		
			892 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
uniform sampler2D ShadowMapClientMap;
 | 
						|
#ifdef COLORED_SHADOWS
 | 
						|
uniform sampler2D ShadowMapClientMapTraslucent;
 | 
						|
#endif
 | 
						|
uniform sampler2D ShadowMapSamplerdynamic;
 | 
						|
 | 
						|
void main() {
 | 
						|
 | 
						|
#ifdef COLORED_SHADOWS
 | 
						|
	vec2 first_depth = texture2D(ShadowMapClientMap, gl_TexCoord[0].st).rg;
 | 
						|
	vec2 depth_splitdynamics = vec2(texture2D(ShadowMapSamplerdynamic, gl_TexCoord[2].st).r, 0.0);
 | 
						|
	if (first_depth.r > depth_splitdynamics.r)
 | 
						|
		first_depth = depth_splitdynamics;
 | 
						|
	vec2 depth_color = texture2D(ShadowMapClientMapTraslucent, gl_TexCoord[1].st).rg;
 | 
						|
	gl_FragColor = vec4(first_depth.r, first_depth.g, depth_color.r, depth_color.g);
 | 
						|
#else
 | 
						|
	float first_depth = texture2D(ShadowMapClientMap, gl_TexCoord[0].st).r;
 | 
						|
	float depth_splitdynamics = texture2D(ShadowMapSamplerdynamic, gl_TexCoord[2].st).r;
 | 
						|
	first_depth = min(first_depth, depth_splitdynamics);
 | 
						|
	gl_FragColor = vec4(first_depth, 0.0, 0.0, 1.0);
 | 
						|
#endif
 | 
						|
 | 
						|
}
 |