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- 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;
- }
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