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export default /* glsl */` | |
#ifdef USE_SHADOWMAP | |
#if NUM_DIR_LIGHTS > 0 | |
#pragma unroll_loop | |
for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) { | |
vDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition; | |
} | |
#endif | |
#if NUM_SPOT_LIGHTS > 0 | |
#pragma unroll_loop | |
for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) { | |
vSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition; | |
} | |
#endif | |
#if NUM_POINT_LIGHTS > 0 | |
#pragma unroll_loop | |
for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) { | |
vPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition; | |
} | |
#endif | |
/* | |
#if NUM_RECT_AREA_LIGHTS > 0 | |
// TODO (abelnation): update vAreaShadowCoord with area light info | |
#endif | |
*/ | |
#endif | |
`; | |