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uniform sampler2D ShadowMap;
varying vec4 Color;
varying vec4 ShadowCoord;
void main()
{
vec4 sc_perspective = ShadowCoord / ShadowCoord.w;
sc_perspective.z += 0.1505;
vec4 shadow_value = texture2D(ShadowMap, sc_perspective.st);
float light_distance = shadow_value.z;
float shadow = 1.0;
if (ShadowCoord.w > 0.0 && light_distance < sc_perspective.z) {
shadow = 0.5;
}
gl_FragColor = vec4(shadow * Color.rgb, 1.0);
}
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