Shader "Hidden/DynamicShadowProjector/Caps/tex2Dlod" {
|
SubShader {
|
Pass {
|
GLSLPROGRAM
|
#ifdef VERTEX
|
void main ()
|
{
|
gl_Position = gl_Vertex;
|
}
|
#endif
|
#ifdef FRAGMENT
|
#if defined(SHADER_API_OPENGL)
|
#extension GL_ARB_shader_texture_lod : require
|
#elif defined(SHADER_API_GLES)
|
#extension GL_EXT_shader_texture_lod : require
|
#define texture2DLod texture2DLodEXT
|
#elif defined(SHADER_API_GLES3)
|
#define texture2DLod textureLod
|
#if !defined(gl_FragColor)
|
#define gl_FragColor SV_Target0
|
layout(location = 0) out mediump out vec4 SV_Target0;
|
#endif
|
#elif defined(SHADER_API_GLCORE)
|
#define texture2DLod textureLod
|
#if !defined(gl_FragColor)
|
#define gl_FragColor SV_Target0
|
out vec4 SV_Target0;
|
#endif
|
#endif
|
uniform sampler2D _ShadowTex;
|
uniform vec2 _coord;
|
uniform float _lod;
|
void main ()
|
{
|
gl_FragColor = texture2DLod(_ShadowTex, _coord, _lod);
|
}
|
#endif
|
ENDGLSL
|
}
|
}
|
}
|