blob: 6b86acec4379c5abc21ffab7d1bc0946e23615f8 [file] [log] [blame]
uniform sampler2D ShadowMap;
varying vec4 Color;
varying vec4 ShadowCoord;
void main()
{
vec4 sc_perspective = ShadowCoord / ShadowCoord.w;
sc_perspective.z += 0.1505;
vec4 shadow_value = texture2D(ShadowMap, sc_perspective.st);
float light_distance = shadow_value.z;
float shadow = 1.0;
if (ShadowCoord.w > 0.0 && light_distance < sc_perspective.z) {
shadow = 0.5;
}
gl_FragColor = vec4(shadow * Color.rgb, 1.0);
}