ormedPosition * shadow.proj;
		var depth = shadow.map.get(screenToUv(shadowPos.xy));
		var zMax = shadowPos.z.saturate();
		var delta = (depth + shadow.bias).min(zMax) - zMax;
		var shade = exp(shadow.power * delta).saturate();
		pixelColor.rgb *= (1 - shade) * shadow.color.rgb + shade;
	};
})</span><span class="label label-meta label-meta-build" title="Builds a class or enum from a macro.">@:build(hxsl.Macros.buildShader())</span><span class="label label-meta label-meta-autoBuild" title="Extends `@:build` 