#import "Common/ShaderLib/GLSLCompat.glsllib" uniform sampler2D m_ShadowMap0; uniform float m_ShadowIntensity; uniform sampler2D m_LeafMap; uniform bool m_HasLeafMap; in vec4 shadowCoord; in vec2 texCoord; void main() { // Transparente Blattbereiche empfangen keinen Schatten if (m_HasLeafMap && texture2D(m_LeafMap, texCoord).a < 0.5) discard; vec3 coord = shadowCoord.xyz / shadowCoord.w; float mapDepth = texture2D(m_ShadowMap0, coord.xy).r; float lit = (coord.z > mapDepth + 0.001) ? (1.0 - m_ShadowIntensity) : 1.0; gl_FragColor = vec4(lit, lit, lit, 1.0); }