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uniform sampler2D U_ShadowMap;
uniform sampler2D U_ProjectiveTexture;
uniform sampler2D U_MainTexture;
varying vec2 V_Texcoord;
varying vec3 V_WorldPos;
varying vec4 V_ProjectCoord;
varying vec4 V_ProjectorSpaceFragPos;
float CalculateShadow(){
vec3 fragPos = V_ProjectorSpaceFragPos.xyz / V_ProjectorSpaceFragPos.w;
fragPos = fragPos * 0.5 + vec3(0.5);
float depthInShadowMap = texture2D(U_ShadowMap, fragPos.xy).r;
float currentDepth = fragPos.z;
float shadow = (currentDepth - 0.001) > depthInShadowMap ? 1.0 : 0.0;
return shadow;
}
void main()
{
if(V_ProjectCoord.z > 0){
vec4 color = textureProj(U_ProjectiveTexture, V_ProjectCoord);
if(color.a == 0.0){
gl_FragColor = texture2D(U_MainTexture, V_Texcoord);
} else {
gl_FragColor = vec4(0.0,0.0,0.0,textureProj(U_ProjectiveTexture, V_ProjectCoord).a);
}
} else {
gl_FragColor = texture2D(U_MainTexture, V_Texcoord);
}
}