/* clang-format off */ [vertex] #ifdef USE_GLES_OVER_GL #define lowp #define mediump #define highp #else precision highp float; precision highp int; #endif layout(location = 0) in highp vec3 vertex; uniform highp mat4 projection_matrix; /* clang-format on */ uniform highp mat4 light_matrix; uniform highp mat4 world_matrix; uniform highp float distance_norm; out highp vec4 position_interp; void main() { gl_Position = projection_matrix * (light_matrix * (world_matrix * vec4(vertex, 1.0))); position_interp = gl_Position; } /* clang-format off */ [fragment] #ifdef USE_GLES_OVER_GL #define lowp #define mediump #define highp #else #if defined(USE_HIGHP_PRECISION) precision highp float; precision highp int; #else precision mediump float; precision mediump int; #endif #endif in highp vec4 position_interp; /* clang-format on */ void main() { highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0; // bias #ifdef USE_RGBA_SHADOWS highp vec4 comp = fract(depth * vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0)); comp -= comp.xxyz * vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0); frag_color = comp; #else frag_color = vec4(depth); #endif }