
uniform vec4 shadowMap_cascadeSplits[2];

vec4 czm_cascadeWeights(float depthEye)
{
    // One component is set to 1.0 and all others set to 0.0.
    vec4 near = step(shadowMap_cascadeSplits[0], vec4(depthEye));
    vec4 far = step(depthEye, shadowMap_cascadeSplits[1]);
    return near * far;
}
