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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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#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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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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