uniform vec4 shadowMap_cascadeSplits[2]; vec4 czm_cascadeWeights(float depthEye) { // One component is set to 1.0 and all others set to 0.0. vec4 near = step(shadowMap_cascadeSplits[0], vec4(depthEye)); vec4 far = step(depthEye, shadowMap_cascadeSplits[1]); return near * far; }