47 lines
1.5 KiB
GLSL
47 lines
1.5 KiB
GLSL
#ifndef SHADOWS_GLSL_
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#define SHADOWS_GLSL_
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float sample_shadow(vec3 uv, vec3 xy) {
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float color = 0.0;
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vec3 off1 = vec3(1.3846153846) * xy;
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vec3 off2 = vec3(3.2307692308) * xy;
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color += texture(u_shadows, uv) * 0.2270270270;
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color += texture(u_shadows, uv + (off1 / u_shadowsRes)) * 0.3162162162;
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color += texture(u_shadows, uv - (off1 / u_shadowsRes)) * 0.3162162162;
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color += texture(u_shadows, uv + (off2 / u_shadowsRes)) * 0.0702702703;
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color += texture(u_shadows, uv - (off2 / u_shadowsRes)) * 0.0702702703;
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return color;
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}
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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 * 0.04, 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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const vec3 offsets[4] = vec3[4](
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vec3(0.5, 0.5, 0.0),
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vec3(-0.5, 0.5, 0.0),
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vec3(0.5, -0.5, 0.0),
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vec3(-0.5, -0.5, 0.0)
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);
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for (int i = 0; i < 4; i++) {
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shadow += texture(u_shadows, projCoords.xyz + offsets[i] / u_shadowsRes);
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}
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shadow /= 4;
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//shadow = sample_shadow(projCoords, normalize(vec3(1.0, 1.0, 0.0)) * 0.5);
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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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