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uniform vec4 shadowMap_cascadeSplits[2];
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vec4 czm_cascadeWeights(float depthEye)
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{
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// One component is set to 1.0 and all others set to 0.0.
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vec4 near = step(shadowMap_cascadeSplits[0], vec4(depthEye));
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vec4 far = step(depthEye, shadowMap_cascadeSplits[1]);
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return near * far;
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}
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