"#endif\n",
"\n",
"#if defined(USESHADOWMAP2D)\n",
-"uniform mediump vec2 ShadowMap_TextureScale;\n",
+"uniform mediump vec4 ShadowMap_TextureScale;\n",
"uniform mediump vec4 ShadowMap_Parameters;\n",
"#endif\n",
"\n",
"#if defined(USESHADOWMAP2D)\n",
"# ifdef USESHADOWMAPORTHO\n",
-"# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n",
+"# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))\n",
"# else\n",
"# ifdef USESHADOWMAPVSDCT\n",
"vec3 GetShadowMapTC2D(vec3 dir)\n",
"# ifdef USESHADOWMAP2D\n",
"float ShadowMapCompare(vec3 dir)\n",
"{\n",
-" vec3 shadowmaptc = GetShadowMapTC2D(dir);\n",
+" vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);\n",
" float f;\n",
"\n",
"# ifdef USEDEPTHRGB\n",
"# ifdef USESHADOWMAPPCF\n",
-"# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale))\n",
+"# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))\n",
"# if USESHADOWMAPPCF > 1\n",
" vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n",
-" center *= ShadowMap_TextureScale;\n",
+" center *= ShadowMap_TextureScale.xy;\n",
" vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n",
" vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n",
" vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n",
" vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n",
" f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n",
"# else\n",
-" vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n",
+" vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);\n",
" vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n",
" vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n",
" vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n",
" f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n",
"# endif\n",
"# else\n",
-" f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale)));\n",
+" f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));\n",
"# endif\n",
"# else\n",
"# ifdef USESHADOWSAMPLER\n",
" vec2 offset = fract(shadowmaptc.xy - 0.5);\n",
" vec4 size = vec4(offset + 1.0, 2.0 - offset);\n",
"# if USESHADOWMAPPCF > 1\n",
-" vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale;\n",
+" vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;\n",
" vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;\n",
" f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +\n",
" (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +\n",
" f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));\n",
"# endif \n",
"# else\n",
-" f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z));\n",
+" f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));\n",
"# endif\n",
"# else\n",
"# ifdef USESHADOWMAPPCF\n",
"# ifdef GL_ARB_texture_gather\n",
"# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n",
"# else\n",
-"# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n",
+"# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)\n",
"# endif\n",
-" vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n",
+" vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;\n",
"# if USESHADOWMAPPCF > 1\n",
" vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n",
" vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n",
"# ifdef GL_EXT_gpu_shader4\n",
"# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r\n",
"# else\n",
-"# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n",
+"# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r \n",
"# endif\n",
"# if USESHADOWMAPPCF > 1\n",
" vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n",
-" center *= ShadowMap_TextureScale;\n",
+" center *= ShadowMap_TextureScale.xy;\n",
" vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n",
" vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n",
" vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n",
" vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n",
" f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n",
"# else\n",
-" vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n",
+" vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);\n",
" vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n",
" vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n",
" vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n",
"# endif\n",
"# endif\n",
"# else\n",
-" f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n",
+" f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);\n",
"# endif\n",
"# endif\n",
"# endif\n",