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Last change
on this file since 12187 was
12115,
checked in by wiesep, 7 years ago
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Changed folder structure, deletet some unused files and cleaned up code
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File size:
1.0 KB
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| Line | |
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| 1 | #version 150 |
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| 2 | |
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| 3 | uniform float fixedDepthBias; |
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| 4 | uniform float gradientClamp; |
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| 5 | uniform float gradientScaleBias; |
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| 6 | uniform sampler2D shadowMap; |
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| 7 | uniform sampler2D diffuseMap; |
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| 8 | uniform vec4 vertexLight; |
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| 9 | |
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| 10 | in vec4 oUv0; |
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| 11 | in vec4 oShadowUV; |
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| 12 | |
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| 13 | out vec4 fragColour; |
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| 14 | |
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| 15 | //////////////////////// GRASS SHADOW RECEIVER |
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| 16 | void main() |
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| 17 | { |
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| 18 | if (oShadowUV.z > 0.0) |
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| 19 | { |
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| 20 | vec4 diffuse = texture(diffuseMap, oUv0.xy); |
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| 21 | if (diffuse.a > 0.001) |
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| 22 | { |
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| 23 | fragColour = vec4(0.0); |
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| 24 | } |
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| 25 | else |
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| 26 | { |
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| 27 | vec4 normShadowUV = oShadowUV / oShadowUV.w; |
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| 28 | vec4 shadowDepths = texture(shadowMap, normShadowUV.xy); |
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| 29 | |
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| 30 | float gradientFactor = gradientClamp * gradientScaleBias; |
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| 31 | float depthAdjust = gradientFactor + fixedDepthBias * shadowDepths.x; |
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| 32 | float centerdepth = shadowDepths.x + depthAdjust; |
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| 33 | |
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| 34 | fragColour = (centerdepth > normShadowUV.z) ? vec4(vertexLight.rgb, diffuse.a) : vec4(0.0, 0.0, 0.0, diffuse.a); |
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| 35 | } |
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| 36 | } |
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| 37 | else |
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| 38 | { |
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| 39 | fragColour = vec4(0.0); |
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| 40 | } |
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| 41 | } |
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