#version 100 precision highp int; precision highp float; uniform float inverseShadowmapSize; uniform float fixedDepthBias; uniform float gradientClamp; uniform float gradientScaleBias; #if FUZZY_TEST uniform float shadowFuzzyWidth; #endif uniform sampler2D shadowMap; varying vec4 oShadowUV; varying vec4 vColour; void main() { vec4 shadowUV = oShadowUV; // 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, 0.0)).x, texture2D(shadowMap, shadowUV.xy + vec2(+pixeloffset, 0.0)).x, texture2D(shadowMap, shadowUV.xy + vec2(0.0, -pixeloffset)).x, texture2D(shadowMap, shadowUV.xy + vec2(0.0, +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(1.0 + (finalCenterDepth - shadowUV.z) * shadowFuzzyWidth * shadowUV.w); gl_FragColor = vColour * 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(vColour.xyz * final, 1.0); #else gl_FragColor = (finalCenterDepth > shadowUV.z) ? vColour : vec4(0.0, 0.0, 0.0, 1.0); #endif #endif }