efl/src/modules/evas/engines/gl_common/shader_3d/shadow_map_frag.shd

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#ifdef ALPHA_TEST_ENABLED
#ifdef NEED_TEX_COORD
varying vec2 vTexCoord;
#endif //TEX_COORD
#ifdef DIFFUSE
#ifdef DIFFUSE_TEXTURE
uniform sampler2D uTextureDiffuse0;
#endif //DIFFUSE_TEXTURE
#ifdef DIFFUSE_TEXTURE_BLEND
uniform sampler2D uTextureDiffuse1;
uniform float uTextureDiffuseWeight;
#endif //DIFFUSE_TEXTURE_BLEND
#endif //DIFFUSE
#endif //ALPHA_TEST_ENABLED
void main() {
#ifdef ALPHA_TEST_ENABLED
#ifdef DIFFUSE_TEXTURE_BLEND
gl_FragColor = (texture2D(uTextureDiffuse0, vTexCoord) *
uTextureDiffuseWeight + texture2D(uTextureDiffuse1, vTexCoord) *
(1.0 - uTextureDiffuseWeight));
#else
#ifdef DIFFUSE_TEXTURE
gl_FragColor = texture2D(uTextureDiffuse0, vTexCoord) ;
#else
gl_FragColor = vec4(1);
#endif //DIFFUSE_TEXTURE
#endif //DIFFUSE_TEXTURE_BLEND
#endif //ALPHA_TEST_ENABLED
gl_FragColor.r = gl_FragCoord.z;
}