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add shadowmapping to custom fragment shaders
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source/fragment_shader/index.rst

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@@ -70,21 +70,30 @@ Inputs
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* - NtshEngn_directionalLightCount
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- uint
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- The number of directional lights in the scene.
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* - NtshEngn_directionalLight(i)
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* - NtshEngn_directionalLight(uint i)
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- :doc:`/types/Light/index`
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- The *i*th directional light.
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- The ``i``th directional light.
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* - NtshEngn_directionalLightShadows(uint i, vec p)
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- float
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- A value between 0.0 and 1.0 determining how much the position ``p`` is in the shadows of the ``i``th directional light. 0.0 means completely in shadows, 1.0 means not in shadows.
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* - NtshEngn_pointLightCount
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- uint
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- The number of point lights in the scene.
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* - NtshEngn_pointLight(i)
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* - NtshEngn_pointLight(uint i)
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- :doc:`/types/Light/index`
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- The *i*th point light.
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- The ``i``th point light.
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* - NtshEngn_pointLightShadows(uint i, vec p)
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- float
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- A value between 0.0 and 1.0 determining how much the position ``p`` is in the shadows of the ``i``th point light. 0.0 means completely in shadows, 1.0 means not in shadows.
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* - NtshEngn_spotLightCount
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- uint
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- The number of spot lights in the scene.
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* - NtshEngn_spotLight(i)
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* - NtshEngn_spotLight(uint i)
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- :doc:`/types/Light/index`
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- The *i*th spot light.
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* - NtshEngn_spotLightShadows(uint i, vec p)
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- float
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- A value between 0.0 and 1.0 determining how much the position ``p`` is in the shadows of the ``i``th spot light. 0.0 means completely in shadows, 1.0 means not in shadows.
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* - NtshEngn_ambientLightCount
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- uint
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- The number of ambient lights in the scene.

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