22 lines
601 B
GLSL
22 lines
601 B
GLSL
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#version 100
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#extension GL_EXT_shadow_samplers : require
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precision mediump float;
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precision highp int;
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uniform highp sampler2D uSamp;
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uniform highp sampler2DShadow uSampShadow;
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varying highp vec4 vUV;
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void main()
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{
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gl_FragData[0] = texture2D(uSamp, vec2(vUV.x, 0.0));
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gl_FragData[0] += texture2DProj(uSamp, vec3(vUV.xy.x, 0.0, vUV.xy.y));
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gl_FragData[0] += vec4(shadow2DEXT(uSampShadow, vec3(vUV.xyz.x, 0.0, vUV.xyz.z)));
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highp vec4 _44 = vUV;
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highp vec4 _47 = _44;
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_47.y = _44.w;
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gl_FragData[0] += vec4(shadow2DProjEXT(uSampShadow, vec4(_47.x, 0.0, _44.z, _47.y)));
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}
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