bgfx/examples/31-rsm/fs_rsm_shadow.sc

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$input v_normal
/*
* Copyright 2016 Joseph Cherlin. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
*/
#include "../common/common.sh"
uniform vec4 u_tint;
void main()
{
#if BGFX_SHADER_LANGUAGE_HLSL && (BGFX_SHADER_LANGUAGE_HLSL < 400)
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vec2 texCoord = gl_FragCoord.xy * u_viewTexel.xy + u_viewTexel.xy * vec2_splat(0.5);
#else
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vec2 texCoord = gl_FragCoord.xy * u_viewTexel.xy;
#endif
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gl_FragData[0].xyz = u_tint.xyz; // Color of light sphere
gl_FragData[0].w = -v_normal.z; // Radius of light sphere
}