- float shadow_sample = texture(shadow_map, shadow_coord);
- return mix(1.0, shadow_sample, shadow_darkness);
+ if(shadows[index].enabled==0)
+ return 1.0;
+
+ vec3 shadow_coord = (shadows[index].shd_world_matrix*world_pos).xyz;
+ if(shadow_coord.x<0 || shadow_coord.x>1 || shadow_coord.y<0 || shadow_coord.y>1)
+ return 1.0;
+
+ vec4 region = shadows[index].region;
+ float shadow_sample = texture(shadow_map, shadow_coord*vec3(region.zw, 1.0)+vec3(region.xy, 0.0));
+ return mix(1.0, shadow_sample, shadows[index].darkness);