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void main() { vec3 worldPos = texture(gBufferPosition, fragTexCoord).xyz; vec4 shadowProjPos = lightData.lightVP * vec4(worldPos, 1.0f); vec3 shadowNdcPos = shadowProjPos.xyz/shadowProjPos.w; shadowNdcPos.xyz = shadowNdcPos.xyz * .5 + .5; float shadowMapProjectedDepth = texture(shadowMap, shadowNdcPos.xy).x; vec3 basecolor = texture(gBufferBaseColor, fragTexCoord).rgb; if(shadowMapProjectedDepth >= shadowNdcPos.z) { outColor = vec4(basecolor, 1.0) ; }else { outColor = vec4(basecolor, 1.0) ; outColor.xyz *= .3; } }