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|
| float czm_sampleShadowMap(highp samplerCube shadowMap, vec3 d)
| {
| return czm_unpackDepth(textureCube(shadowMap, d));
| }
|
| float czm_sampleShadowMap(highp sampler2D shadowMap, vec2 uv)
| {
| #ifdef USE_SHADOW_DEPTH_TEXTURE
| return texture2D(shadowMap, uv).r;
| #else
| return czm_unpackDepth(texture2D(shadowMap, uv));
| #endif
| }
|
| float czm_shadowDepthCompare(samplerCube shadowMap, vec3 uv, float depth)
| {
| return step(depth, czm_sampleShadowMap(shadowMap, uv));
| }
|
| float czm_shadowDepthCompare(sampler2D shadowMap, vec2 uv, float depth)
| {
| return step(depth, czm_sampleShadowMap(shadowMap, uv));
| }
|
|