@:directlyUsed@:src({
@global var camera:{ var position : Vec3; var zFar : Float};
var transformedPosition:Vec3;
var depth:Float;
var shadowLightVec:Vec3;
function vertex() {
shadowLightVec = (transformedPosition - camera.position) / camera.zFar;
};
function fragment() {
depth = length(shadowLightVec);
};
})@:build(hxsl.Macros.buildShader())@:autoBuild(hxsl.Macros.buildShader())