#ifdef USE_SHADOWMAP uniform sampler2D shadowMap[ MAX_SHADOWS ]; uniform vec2 shadowMapSize[ MAX_SHADOWS ]; uniform float shadowDarkness[ MAX_SHADOWS ]; uniform float shadowBias[ MAX_SHADOWS ]; in vec4 vShadowCoord[ MAX_SHADOWS ]; float unpackDepth( const in vec4 rgba_depth ) { const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 ); float depth = dot( rgba_depth, bit_shift ); return depth; } #endif