69 lines
1.4 KiB
Plaintext
69 lines
1.4 KiB
Plaintext
precision mediump float;
|
|
|
|
uniform sampler2D Texture;
|
|
uniform sampler2D uShadowMap;
|
|
uniform vec3 uLightDir;
|
|
|
|
varying vec2 texCoord;
|
|
varying vec4 fragPosLightSpace;
|
|
varying vec3 fragNormal;
|
|
|
|
float computeShadow(vec4 lightSpacePos, vec3 normal)
|
|
{
|
|
vec3 projCoords = lightSpacePos.xyz / lightSpacePos.w;
|
|
projCoords = projCoords * 0.5 + 0.5;
|
|
|
|
if (projCoords.x < 0.0 || projCoords.x > 1.0 ||
|
|
projCoords.y < 0.0 || projCoords.y > 1.0 ||
|
|
projCoords.z > 1.0)
|
|
{
|
|
return 0.0;
|
|
}
|
|
|
|
float currentDepth = projCoords.z;
|
|
|
|
float bias = 0.0004;
|
|
if (dot(normal, normal) > 0.001)
|
|
{
|
|
float cosTheta = dot(normalize(normal), -normalize(uLightDir));
|
|
bias = max(0.002 * (1.0 - cosTheta), 0.0002);
|
|
}
|
|
|
|
float shadow = 0.0;
|
|
float texelSize = 1.0 / 2048.0;
|
|
for (int x = -1; x <= 1; x++)
|
|
{
|
|
for (int y = -1; y <= 1; y++)
|
|
{
|
|
float pcfDepth = texture2D(uShadowMap, projCoords.xy + vec2(float(x), float(y)) * texelSize).r;
|
|
shadow += currentDepth - bias > pcfDepth ? 1.0 : 0.0;
|
|
}
|
|
}
|
|
shadow /= 9.0;
|
|
|
|
return shadow;
|
|
}
|
|
|
|
void main()
|
|
{
|
|
vec4 color = texture2D(Texture, texCoord);
|
|
|
|
float ambient = 0.4;
|
|
float diffuseStrength = 0.6;
|
|
|
|
float diffuse = 1.0;
|
|
vec3 n = fragNormal;
|
|
if (dot(n, n) > 0.001)
|
|
{
|
|
n = normalize(n);
|
|
diffuse = max(dot(n, -normalize(uLightDir)), 0.0);
|
|
}
|
|
|
|
float shadow = computeShadow(fragPosLightSpace, fragNormal);
|
|
|
|
float lighting = ambient + diffuseStrength * diffuse * (1.0 - shadow);
|
|
color.rgb *= lighting;
|
|
|
|
gl_FragColor = color;
|
|
}
|