varying float adj_shadow_strength;
varying float f_normal_length;
varying vec3 shadow_position;
+ varying float perspective_factor;
#endif
varying vec3 eyeVec;
shadow_position = applyPerspectiveDistortion(m_ShadowViewProj * mWorld * (inVertexPosition + vec4(normalOffsetScale * nNormal, 0.0))).xyz;
shadow_position.z -= z_bias;
+ perspective_factor = pFactor;
if (f_timeofday < 0.2) {
adj_shadow_strength = f_shadow_strength * 0.5 *