25 lines
592 B
GLSL
25 lines
592 B
GLSL
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float czm_sampleShadowMap(samplerCube shadowMap, vec3 d)
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{
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return czm_unpackDepth(textureCube(shadowMap, d));
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}
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float czm_sampleShadowMap(sampler2D shadowMap, vec2 uv)
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{
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#ifdef USE_SHADOW_DEPTH_TEXTURE
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return texture2D(shadowMap, uv).r;
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#else
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return czm_unpackDepth(texture2D(shadowMap, uv));
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#endif
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}
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float czm_shadowDepthCompare(samplerCube shadowMap, vec3 uv, float depth)
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{
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return step(depth, czm_sampleShadowMap(shadowMap, uv));
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}
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float czm_shadowDepthCompare(sampler2D shadowMap, vec2 uv, float depth)
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{
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return step(depth, czm_sampleShadowMap(shadowMap, uv));
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}
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