shadowDepthCompare.glsl 604 B

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  1. float czm_sampleShadowMap(highp samplerCube shadowMap, vec3 d)
  2. {
  3. return czm_unpackDepth(czm_textureCube(shadowMap, d));
  4. }
  5. float czm_sampleShadowMap(highp sampler2D shadowMap, vec2 uv)
  6. {
  7. #ifdef USE_SHADOW_DEPTH_TEXTURE
  8. return texture(shadowMap, uv).r;
  9. #else
  10. return czm_unpackDepth(texture(shadowMap, uv));
  11. #endif
  12. }
  13. float czm_shadowDepthCompare(samplerCube shadowMap, vec3 uv, float depth)
  14. {
  15. return step(depth, czm_sampleShadowMap(shadowMap, uv));
  16. }
  17. float czm_shadowDepthCompare(sampler2D shadowMap, vec2 uv, float depth)
  18. {
  19. return step(depth, czm_sampleShadowMap(shadowMap, uv));
  20. }