// For Shadow Map
uniform lowp int uIsShadowEnabled;
uniform sampler2D sShadowMap;
+uniform lowp int uIsShadowReceiving;
#ifdef SL_VERSION_LOW
uniform int uShadowMapWidth;
uniform int uShadowMapHeight;
}
}
- if(float(uIsShadowEnabled) * uShadowIntensity > 0.0)
+ if(float(uIsShadowReceiving) * float(uIsShadowEnabled) * uShadowIntensity > 0.0)
{
mediump float exposureFactor = 0.0;
if(uEnableShadowSoftFiltering > 0)