float czm_sampleShadowMap(samplerCube shadowMap, vec3 d) { return czm_unpackDepth(textureCube(shadowMap, d)); } float czm_sampleShadowMap(sampler2D shadowMap, vec2 uv) { #ifdef USE_SHADOW_DEPTH_TEXTURE return texture2D(shadowMap, uv).r; #else return czm_unpackDepth(texture2D(shadowMap, uv)); #endif } float czm_shadowDepthCompare(samplerCube shadowMap, vec3 uv, float depth) { return step(depth, czm_sampleShadowMap(shadowMap, uv)); } float czm_shadowDepthCompare(sampler2D shadowMap, vec2 uv, float depth) { return step(depth, czm_sampleShadowMap(shadowMap, uv)); }