- unsigned unit = renderer.allocate_effect_texunit();
- int iunit = unit;
- shdata.uniform("shadow_map", iunit);
-
- Bind _bind_sampler(sampler, unit);
- Bind _bind_depth(depth_buf, unit);
-
- if(const Camera *camera = renderer.get_camera())
- /* Multiply by camera's object matrix to form a matrix that transforms
- from eye space to shadow space. */
- shdata.uniform("shd_eye_matrix", shadow_matrix*camera->get_object_matrix());
- else
- shdata.uniform("shd_eye_matrix", shadow_matrix);
-