#import "Common/ShaderLib/Shadow.glsllib"

uniform SHADOWMAP m_ShadowMap;
varying vec4 projCoord;

void main() {
   vec4 coord = projCoord;
   coord.xyz /= coord.w;
   float shad = Shadow_GetShadow(m_ShadowMap, coord) * 0.7 + 0.3;
   gl_FragColor = vec4(shad,shad,shad,1.0);
}

