8 varying vec4 texcoords;
11 gl_Position = gl_Vertex;
12 texcoords = (gl_Vertex + 1.0) / 2.0;
17 #extension GL_EXT_texture_array : enable
18 varying vec4 texcoords;
19 uniform sampler1DArrayShadow tex;
23 gl_FragColor = shadow1DArray(tex, vec3(texcoords.x, 0.0, texcoords.y));
28 texture shadow1DArray 0 (32, 1)
30 relative probe rgba (0.0, 0.1) (1.0, 1.0, 1.0, 1.0)
31 relative probe rgba (0.0, 1.0) (1.0, 1.0, 1.0, 1.0)
32 relative probe rgba (0.9, 1.0) (1.0, 1.0, 1.0, 1.0)
34 relative probe rgba (0.1, 0.0) (0.0, 0.0, 0.0, 1.0)
35 relative probe rgba (1.0, 0.0) (0.0, 0.0, 0.0, 1.0)
36 relative probe rgba (1.0, 0.9) (0.0, 0.0, 0.0, 1.0)