#include "$ENGINE$\ShadowDepthBase.bslinc" shader ShadowDepth { mixin ShadowDepthBase; code { // Despite the shader name technically we do have a PS, but it doesn’t // do anything. It’s here just because macOS OpenGL implementation // complains when using a pipeline without one. float4 fsmain(ShadowVStoFS input) : SV_Target0 { return 0; } }; };