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ShaderLib: Added shadowMask to MeshLambertMaterial.
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src/renderers/shaders/ShaderChunk/shadowmask_pars_fragment.glsl
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float getShadowMask() { | ||
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float shadow = 1.0; | ||
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#ifdef USE_SHADOWMAP | ||
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#if NUM_DIR_LIGHTS > 0 | ||
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DirectionalLight directionalLight; | ||
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for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) { | ||
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directionalLight = directionalLights[ i ]; | ||
shadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0; | ||
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} | ||
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#endif | ||
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#if NUM_SPOT_LIGHTS > 0 | ||
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SpotLight spotLight; | ||
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for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) { | ||
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spotLight = spotLights[ i ]; | ||
shadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0; | ||
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} | ||
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#endif | ||
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#if NUM_POINT_LIGHTS > 0 | ||
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PointLight pointLight; | ||
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for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) { | ||
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pointLight = pointLights[ i ]; | ||
shadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ] ) : 1.0; | ||
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} | ||
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#endif | ||
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#endif | ||
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return shadow; | ||
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} |
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