33 lines
904 B
GLSL
33 lines
904 B
GLSL
#ifndef SHADOWS_GLSL_
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#define SHADOWS_GLSL_
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float calc_shadow() {
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float shadow = 1.0;
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if (u_enableShadows) {
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vec4 mpos = u_shadowsMatrix * vec4(a_modelpos.xyz + a_realnormal * 0.08, 1.0);
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vec3 projCoords = mpos.xyz / mpos.w;
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projCoords = projCoords * 0.5 + 0.5;
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projCoords.z -= 0.0001;
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shadow = 0.0;
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if (dot(a_realnormal, u_sunDir) < 0.0) {
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for (int x = -1; x <= 1; x++) {
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for (int y = -1; y <= 1; y++) {
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shadow += texture(u_shadows, projCoords.xyz + vec3(
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x * (1.0 / u_shadowsRes),
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y * (1.0 / u_shadowsRes), 0.0
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));
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}
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}
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shadow /= 9;
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shadow = shadow * 0.5 + 0.5;
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} else {
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shadow = 0.5;
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}
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}
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return shadow;
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}
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#endif // SHADOWS_GLSL_
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