3 const bool use_shadow_map = false;
5 #pragma MSP stage(vertex)
6 void shadow_transform(vec4 eye_vertex)
8 out vec3 shadow_coord = (shd_eye_matrix*eye_vertex).xyz;
11 #pragma MSP stage(fragment)
12 float get_shadow_factor(int index)
16 float shadow_sample = texture(shadow_map, shadow_coord);
17 return mix(1.0, shadow_sample, shadow_darkness);