cascadeWeights.glsl 297 B

12345678910
  1. uniform vec4 shadowMap_cascadeSplits[2];
  2. vec4 czm_cascadeWeights(float depthEye)
  3. {
  4. // One component is set to 1.0 and all others set to 0.0.
  5. vec4 near = step(shadowMap_cascadeSplits[0], vec4(depthEye));
  6. vec4 far = step(depthEye, shadowMap_cascadeSplits[1]);
  7. return near * far;
  8. }