import msp_interface; struct ShadowParameters { int enabled; float darkness; mat4 shd_world_matrix; vec4 region; }; uniform ShadowMap { ShadowParameters shadows[max_lights]; }; uniform sampler2DShadow shadow_map; layout(constant_id=auto) const bool use_shadow_map = false; #pragma MSP stage(fragment) virtual float get_shadow_factor(int index, vec4 world_pos) { if(use_shadow_map) { 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); } else return 1.0; }