#ifndef SHADOWS_GLSL_ #define SHADOWS_GLSL_ float sample_shadow(vec3 uv, vec3 xy) { float color = 0.0; vec3 off1 = vec3(1.3846153846) * xy; vec3 off2 = vec3(3.2307692308) * xy; color += texture(u_shadows, uv) * 0.2270270270; color += texture(u_shadows, uv + (off1 / u_shadowsRes)) * 0.3162162162; color += texture(u_shadows, uv - (off1 / u_shadowsRes)) * 0.3162162162; color += texture(u_shadows, uv + (off2 / u_shadowsRes)) * 0.0702702703; color += texture(u_shadows, uv - (off2 / u_shadowsRes)) * 0.0702702703; return color; } float calc_shadow() { float shadow = 1.0; if (u_enableShadows) { vec4 mpos = u_shadowsMatrix * vec4(a_modelpos.xyz + a_realnormal * 0.04, 1.0); vec3 projCoords = mpos.xyz / mpos.w; projCoords = projCoords * 0.5 + 0.5; projCoords.z -= 0.0001; shadow = 0.0; if (dot(a_realnormal, u_sunDir) < 0.0) { const vec3 offsets[4] = vec3[4]( vec3(0.5, 0.5, 0.0), vec3(-0.5, 0.5, 0.0), vec3(0.5, -0.5, 0.0), vec3(-0.5, -0.5, 0.0) ); for (int i = 0; i < 4; i++) { shadow += texture(u_shadows, projCoords.xyz + offsets[i] / u_shadowsRes); } shadow /= 4; //shadow = sample_shadow(projCoords, normalize(vec3(1.0, 1.0, 0.0)) * 0.5); shadow = shadow * 0.5 + 0.5; } else { shadow = 0.5; } } return shadow; } #endif // SHADOWS_GLSL_