#define SHADOWS @shadows_enabled #if SHADOWS @foreach shadow_texture_unit_index @shadow_texture_unit_list uniform sampler2DShadow shadowTexture@shadow_texture_unit_index; varying vec4 shadowSpaceCoords@shadow_texture_unit_index; @endforeach #endif // SHADOWS float unshadowedLightRatio() { float shadowing = 1.0; #if SHADOWS #if @shadowMapsOverlap bool doneShadows = false; @foreach shadow_texture_unit_index @shadow_texture_unit_list if (!doneShadows) { vec2 shadowXY = shadowSpaceCoords@shadow_texture_unit_index.xy / shadowSpaceCoords@shadow_texture_unit_index.w; if (all(lessThan(shadowXY, vec2(1.0, 1.0))) && all(greaterThan(shadowXY, vec2(0.0, 0.0)))) { shadowing = min(shadow2DProj(shadowTexture@shadow_texture_unit_index, shadowSpaceCoords@shadow_texture_unit_index).r, shadowing); if (all(lessThan(shadowXY, vec2(0.95, 0.95))) && all(greaterThan(shadowXY, vec2(0.05, 0.05)))) doneShadows = true; } } @endforeach #else @foreach shadow_texture_unit_index @shadow_texture_unit_list shadowing = min(shadow2DProj(shadowTexture@shadow_texture_unit_index, shadowSpaceCoords@shadow_texture_unit_index).r, shadowing); @endforeach #endif #endif // SHADOWS return shadowing; }