11export default /* glsl */ `
2+ #if NUM_SPOT_LIGHT_COORDS > 0
3+
4+ varying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];
5+
6+ #endif
7+
8+ #if NUM_SPOT_LIGHT_MAPS > 0
9+
10+ uniform sampler2D spotLightMap[ NUM_SPOT_LIGHT_MAPS ];
11+
12+ #endif
13+
214#ifdef USE_SHADOWMAP
315
416 #if NUM_DIR_LIGHT_SHADOWS > 0
@@ -20,7 +32,6 @@ export default /* glsl */`
2032 #if NUM_SPOT_LIGHT_SHADOWS > 0
2133
2234 uniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];
23- varying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];
2435
2536 struct SpotLightShadow {
2637 float shadowBias;
@@ -159,22 +170,22 @@ export default /* glsl */`
159170 texture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +
160171 texture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +
161172 texture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +
162- mix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ),
173+ mix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ),
163174 texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),
164175 f.x ) +
165- mix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ),
176+ mix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ),
166177 texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),
167178 f.x ) +
168- mix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ),
179+ mix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ),
169180 texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),
170181 f.y ) +
171- mix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ),
182+ mix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ),
172183 texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),
173184 f.y ) +
174- mix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ),
185+ mix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ),
175186 texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),
176187 f.x ),
177- mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ),
188+ mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ),
178189 texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),
179190 f.x ),
180191 f.y )
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