uniform sampler2DShadow smp_depth ;

/// The scaling factor for the texture mapping.
uniform float uni_scale_f ;

void main()
{
	//gl_FragColor = vec4( pow( shadow2D(smp_depth, vec3(gl_TexCoord[0].xy,0.0)).x, uni_scale_f)  )  ;
	gl_FragColor = vec4( pow( shadow2D(smp_depth, vec3(gl_TexCoord[0].xy,0.0)).x, uni_scale_f)  )  ;
	//gl_FragColor = vec4(shadow2D(smp_depth, vec3(gl_TexCoord[0].xy,0.5)).r,0.0,0.0,1.0) ;
	//gl_FragColor = vec4(1.0,0.0,0.0,1.0) ;
}