#line 17 void xlat_main( in vec4 position, in vec4 shadowUV, in vec3 uv, in vec4 vertexLight, out vec4 oColour, sampler2D shadowMap, sampler2D diffuseMap, float fixedDepthBias, float gradientClamp, float gradientScaleBias ) { #line 19 if ((shadowUV.z > 0.0)){ vec4 diffuse = texture2D( diffuseMap, uv.xy); if ((diffuse.w > 0.001)){ #line 24 oColour = vec4( 0.0, 0.0, 0.0, 0.0); } else{ #line 29 shadowUV = (shadowUV / shadowUV.w); vec4 shadowDepths = texture2D( shadowMap, shadowUV.xy); float gradientFactor = (gradientClamp * gradientScaleBias); #line 33 float depthAdjust = (gradientFactor + (fixedDepthBias * shadowDepths.x)); float centerdepth = (shadowDepths.x + depthAdjust); oColour = (( (centerdepth > shadowUV.z) ) ? ( vec4( vertexLight.xyz, diffuse.w) ) : ( vec4( 0.0, 0.0, 0.0, diffuse.w) )); } } else{ #line 41 oColour = vec4( 0.0, 0.0, 0.0, 0.0); } } uniform sampler2D xlu_shadowMap; uniform sampler2D xlu_diffuseMap; uniform float xlu_fixedDepthBias; uniform float xlu_gradientClamp; uniform float xlu_gradientScaleBias; varying vec4 xlv_TEXCOORD0; varying vec3 xlv_TEXCOORD1; varying vec4 xlv_COLOR; void main() { vec4 xlt_oColour; xlat_main( vec4(0.0), vec4(xlv_TEXCOORD0), vec3(xlv_TEXCOORD1), vec4(xlv_COLOR), xlt_oColour, xlu_shadowMap, xlu_diffuseMap, xlu_fixedDepthBias, xlu_gradientClamp, xlu_gradientScaleBias); gl_FragData[0] = vec4(xlt_oColour); ; } // uniforms: // diffuseMap: type 25 arrsize 0 // fixedDepthBias: type 9 arrsize 0 // gradientClamp: type 9 arrsize 0 // gradientScaleBias: type 9 arrsize 0 // shadowMap: type 25 arrsize 0