// Copyright (c) 2017-2020 Xiamen Yaji Software Co., Ltd. in highp vec4 v_shadowPos; #include #pragma define CC_SHADOW_POSITION v_shadowPos // Just to be compatible with old projects only #if CC_RECEIVE_SHADOW && CC_SHADOW_TYPE == CC_SHADOW_MAP void CC_SPOT_SHADOW_FACTOR(out float realtimeShadow, vec3 worldPos, vec3 lightPos, vec3 normal, vec2 shadowBias) { realtimeShadow = CCSpotShadowFactorBase(CC_SHADOW_POSITION, worldPos, shadowBias); } void CC_SHADOW_FACTOR(out float realtimeShadow, vec3 N, float NL, vec2 shadowBias) { realtimeShadow = CCShadowFactorBase(CC_SHADOW_POSITION, N, shadowBias); } void CC_CSM_FACTOR(out float realtimeShadow, vec3 worldPos, vec3 N, float NL, vec2 shadowBias) { realtimeShadow = CCCSMFactorBase(worldPos, N, shadowBias); } #endif