9 uniform sampler2DShadow shadow_map;
11 layout(constant_id=auto) const bool use_shadow_map = false;
13 #pragma MSP stage(vertex)
14 void shadow_transform(vec4 eye_vertex)
16 out vec3 shadow_coord = (shd_eye_matrix*eye_vertex).xyz;
19 #pragma MSP stage(fragment)
20 virtual float get_shadow_factor(int index)
24 float shadow_sample = texture(shadow_map, shadow_coord);
25 return mix(1.0, shadow_sample, shadow_darkness);