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- 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
- }
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