21 lines
678 B
Plaintext
21 lines
678 B
Plaintext
#extension GL_EXT_shadow_samplers : require
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float xll_shadow2D(sampler2DShadow s, vec3 coord) { return shadow2DEXT (s, coord); }
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float xll_shadow2Dproj(sampler2DShadow s, vec4 coord) { return shadow2DProjEXT (s, coord); }
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uniform sampler2DShadow shadowmap;
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lowp vec4 xlat_main( in highp vec4 uv );
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#line 4
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lowp vec4 xlat_main( in highp vec4 uv ) {
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lowp float s1;
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lowp float s2;
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s1 = xll_shadow2D( shadowmap, uv.xyz);
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s2 = xll_shadow2Dproj( shadowmap, uv);
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#line 8
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return vec4( (s1 + s2));
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}
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varying highp vec4 xlv_TEXCOORD0;
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void main() {
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lowp vec4 xl_retval;
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xl_retval = xlat_main( vec4(xlv_TEXCOORD0));
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gl_FragData[0] = vec4( xl_retval);
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}
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