uniform float inverseShadowmapSize; uniform float fixedDepthBias; uniform float gradientClamp; uniform float gradientScaleBias; uniform float shadowFuzzyWidth; uniform sampler2D shadowMap; void main() { vec4 shadowUV = gl_TexCoord[0]; // point on shadowmap #if LINEAR_RANGE shadowUV.xy = shadowUV.xy / shadowUV.w; #else shadowUV = shadowUV / shadowUV.w; #endif float centerdepth = texture2D(shadowMap, shadowUV.xy).x; // gradient calculation float pixeloffset = inverseShadowmapSize; vec4 depths = vec4( texture2D(shadowMap, shadowUV.xy + vec2(-pixeloffset, 0)).x, texture2D(shadowMap, shadowUV.xy + vec2(+pixeloffset, 0)).x, texture2D(shadowMap, shadowUV.xy + vec2(0, -pixeloffset)).x, texture2D(shadowMap, shadowUV.xy + vec2(0, +pixeloffset)).x); vec2 differences = abs( depths.yw - depths.xz ); float gradient = min(gradientClamp, max(differences.x, differences.y)); float gradientFactor = gradient * gradientScaleBias; // visibility function float depthAdjust = gradientFactor + (fixedDepthBias * centerdepth); float finalCenterDepth = centerdepth + depthAdjust; // shadowUV.z contains lightspace position of current object #if FUZZY_TEST // fuzzy test - introduces some ghosting in result and doesn't appear to be needed? //float visibility = saturate(1 + delta_z / (gradient * shadowFuzzyWidth)); float visibility = saturate(1 + (finalCenterDepth - shadowUV.z) * shadowFuzzyWidth * shadowUV.w); gl_FragColor = vertexColour * visibility; #else // hard test #if PCF // use depths from prev, calculate diff depths += depthAdjust; float final = (finalCenterDepth > shadowUV.z) ? 1.0 : 0.0; final += (depths.x > shadowUV.z) ? 1.0 : 0.0; final += (depths.y > shadowUV.z) ? 1.0 : 0.0; final += (depths.z > shadowUV.z) ? 1.0 : 0.0; final += (depths.w > shadowUV.z) ? 1.0 : 0.0; final *= 0.2; gl_FragColor = vec4(gl_Color.xyz * final, 1); #else gl_FragColor = (finalCenterDepth > shadowUV.z) ? gl_Color : vec4(0,0,0,1); #endif #endif }