lib/mittsu/opengl/shader/chunks/shadowmap_pars_fragment.glsl
#ifdef USE_SHADOWMAP
uniform sampler2D shadowMap[ MAX_SHADOWS ];
uniform vec2 shadowMapSize[ MAX_SHADOWS ];
uniform float shadowDarkness[ MAX_SHADOWS ];
uniform float shadowBias[ MAX_SHADOWS ];
in vec4 vShadowCoord[ MAX_SHADOWS ];
float unpackDepth( const in vec4 rgba_depth ) {
const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );
float depth = dot( rgba_depth, bit_shift );
return depth;
}
#endif