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) void shadow_transform(vec4 eye_vertex) { out vec3 shadow_coord = (shd_eye_matrix*eye_vertex).xyz; } #pragma MSP stage(fragment) virtual float get_shadow_factor(int index) { if(use_shadow_map) { float shadow_sample = texture(shadow_map, shadow_coord); return mix(1.0, shadow_sample, shadow_darkness); } else return 1.0; }