- float shadow_sample = texture(shadow_map, shadow_coord);
- return mix(1.0, shadow_sample, shadow_darkness);
+
+ vec4 region = shadows[index].region;
+ float shadow_sample = texture(shadow_map, vec3(shadow_coord.xy*region.zw+region.xy, shadow_coord.z));
+ return mix(1.0, shadow_sample, shadows[index].darkness);