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- float czm_sampleShadowMap(highp samplerCube shadowMap, vec3 d)
- {
- return czm_unpackDepth(czm_textureCube(shadowMap, d));
- }
- float czm_sampleShadowMap(highp sampler2D shadowMap, vec2 uv)
- {
- #ifdef USE_SHADOW_DEPTH_TEXTURE
- return texture(shadowMap, uv).r;
- #else
- return czm_unpackDepth(texture(shadowMap, uv));
- #endif
- }
- float czm_shadowDepthCompare(samplerCube shadowMap, vec3 uv, float depth)
- {
- return step(depth, czm_sampleShadowMap(shadowMap, uv));
- }
- float czm_shadowDepthCompare(sampler2D shadowMap, vec2 uv, float depth)
- {
- return step(depth, czm_sampleShadowMap(shadowMap, uv));
- }
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