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@@ -99,14 +99,7 @@ float GetPointShadow(vec3 lightVec)
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#ifdef DIRLIGHT
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float GetDirShadow(vec4 shadowPos, float depth)
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{
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- #ifndef GL_ES
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- return min(GetShadow(shadowPos) + clamp((depth - cShadowDepthFade.z) * cShadowDepthFade.w, 0.0, 1.0), 1.0);
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- #else
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- if (depth < cShadowDepthFade.z)
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- return GetShadow(shadowPos);
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- else
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- return 1.0;
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- #endif
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+ return min(GetShadow(shadowPos) + clamp((depth - cShadowDepthFade.z) * cShadowDepthFade.w, 0.0, 1.0), 1.0);
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}
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vec4 GetDirShadowPos(const vec4 shadowPos[4], float depth)
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