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 sampler2DArrayShadow tex;
23 gl_FragColor = shadow2DArray(tex, vec4(texcoords.x, texcoords.y, 0.5, texcoords.y));
28 texture shadow2DArray 0 (32, 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)