import msp_interface; uniform ShadowMap { float shadow_darkness; mat4 shd_world_matrix; }; uniform sampler2DShadow shadow_map; layout(constant_id=auto) const bool use_shadow_map = false; #pragma MSP stage(vertex) void shadow_transform(vec4 world_vertex) { out vec3 shadow_coord = (shd_world_matrix*world_vertex).xyz; } #pragma MSP stage(fragment) virtual float get_shadow_factor(int index) { if(use_shadow_map) { if(shadow_coord.x<0 || shadow_coord.x>1 || shadow_coord.y<0 || shadow_coord.y>1) return 1.0; float shadow_sample = texture(shadow_map, shadow_coord); return mix(1.0, shadow_sample, shadow_darkness); } else return 1.0; }