GL20TU_SHADOWMAPCUBE = 11,
GL20TU_SHADOWMAP2D = 11,
GL20TU_CUBEPROJECTION = 12,
+ // orthographic-projection shadowmapping, reuses prepass screenspace depth, so must fix later if the two could ever coexist during final deferred lighting pass
+ GL20TU_SHADOWMAPORTHORECT = 13,
+ GL20TU_SHADOWMAPORTHO2D = 13,
// rtlight prepass data (screenspace depth and normalmap)
GL20TU_SCREENDEPTH = 13,
GL20TU_SCREENNORMALMAP = 14,