#line 17 void xlat_main( in highp vec4 position, in highp vec4 shadowUV, in highp vec3 uv, in highp vec4 vertexLight, out highp vec4 oColour, sampler2D shadowMap, sampler2D diffuseMap, highp float fixedDepthBias, highp float gradientClamp, highp float gradientScaleBias ) { #line 19 if ((shadowUV.z > 0.0)){ highp 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); highp vec4 shadowDepths = texture2D( shadowMap, shadowUV.xy); highp float gradientFactor = (gradientClamp * gradientScaleBias); #line 33 highp float depthAdjust = (gradientFactor + (fixedDepthBias * shadowDepths.x)); highp 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 highp float xlu_fixedDepthBias; uniform highp float xlu_gradientClamp; uniform highp float xlu_gradientScaleBias; varying highp vec4 xlv_TEXCOORD0; varying highp vec3 xlv_TEXCOORD1; varying highp vec4 xlv_COLOR; void main() { highp 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