import msp_interface;
+uniform ShadowMap
+{
+ float shadow_darkness;
+ mat4 shd_eye_matrix;
+};
+
+uniform sampler2DShadow shadow_map;
+
layout(constant_id=auto) const bool use_shadow_map = false;
#pragma MSP stage(vertex)
}
#pragma MSP stage(fragment)
-float get_shadow_factor(int index)
+virtual float get_shadow_factor(int index)
{
if(use_shadow_map)
{