#if SM_USEDISTANCE == 1 vPositionWSM = worldPos.xyz; #endif #if SM_DEPTHTEXTURE == 1 // Depth texture Linear bias. gl_Position.z += biasAndScaleSM.x * gl_Position.w; #endif #if defined(SM_DEPTHCLAMP) && SM_DEPTHCLAMP == 1 zSM = gl_Position.z; gl_Position.z = 0.0; #elif SM_USEDISTANCE == 0 // Color Texture Linear bias. vDepthMetricSM = ((gl_Position.z + depthValuesSM.x) / (depthValuesSM.y)) + biasAndScaleSM.x; #endif