--- /dev/null
+import msp_interface;
+
+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)
+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;
+}