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uniform sampler2DShadow shadowMap;
void main()
{
float s0 ;
float sc = gl_TexCoord[1].q/512.0;
s0 = shadow2DProj(shadowMap, gl_TexCoord[1]).r;
/*
s0 += shadow2DProj(shadowMap, gl_TexCoord[1]+vec4(-sc, -sc, 0.0, 0.0)).r;
s0 += shadow2DProj(shadowMap, gl_TexCoord[1]+vec4(-sc, 0.0, 0.0, 0.0)).r;
s0 += shadow2DProj(shadowMap, gl_TexCoord[1]+vec4(-sc, sc, 0.0, 0.0)).r;
s0 += shadow2DProj(shadowMap, gl_TexCoord[1]+vec4( sc, -sc, 0.0, 0.0)).r;
s0 += shadow2DProj(shadowMap, gl_TexCoord[1]+vec4( sc, 0.0, 0.0, 0.0)).r;
s0 += shadow2DProj(shadowMap, gl_TexCoord[1]+vec4( sc, sc, 0.0, 0.0)).r;
s0 += shadow2DProj(shadowMap, gl_TexCoord[1]+vec4(0.0, -sc, 0.0, 0.0)).r;
s0 += shadow2DProj(shadowMap, gl_TexCoord[1]+vec4(0.0, sc, 0.0, 0.0)).r;
s0 = s0 / 9.0;
*/
s0 = (1.0 - s0)*0.64;
gl_FragColor = vec4(s0, s0, s0, s0);
}
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