+layout (location = 0) out vec4 oColour;
+
layout (std140) uniform ub_world_lighting
{
vec4 g_light_colours[3];
float g_water_fog;
int g_light_count;
int g_light_preview;
+ int g_shadow_samples;
};
uniform sampler2D g_world_depth;
vec3 do_light_shadowing( vec3 vfrag )
{
+ if( g_shadow_samples == 0 )
+ {
+ return vfrag;
+ }
+
float fspread = g_light_colours[0].w;
vec3 vdir = g_light_directions[0].xyz;
float flength = g_light_directions[0].w;