#import "Common/ShaderLib/Shadow.glsllib" uniform SHADOWMAP m_ShadowMap; varying vec4 projCoord; void main() { vec4 coord = projCoord; coord.xyz /= coord.w; float shad = Shadow_GetShadow(m_ShadowMap, coord) * 0.7 + 0.3; gl_FragColor = vec4(shad,shad,shad,1.0); }