2024-08-29 15:32:34 +00:00
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in vec3 v_position;
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out vec4 fragcolor;
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2023-09-10 14:46:07 +00:00
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2024-08-29 18:46:30 +00:00
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const int SHADOW_VSM = 0;
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2024-08-30 19:00:04 +00:00
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const int SHADOW_CSM = 1;
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2024-08-29 18:46:30 +00:00
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uniform int shadow_technique;
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2023-09-10 14:46:07 +00:00
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void main() {
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2024-08-29 18:46:30 +00:00
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if (shadow_technique == SHADOW_VSM) {
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2024-08-30 14:01:46 +00:00
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float depth = length(v_position) / 200;
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2024-08-29 15:32:34 +00:00
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2024-08-30 01:46:46 +00:00
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float moment1 = depth;
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float moment2 = depth * depth;
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float dx = dFdx(depth);
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float dy = dFdy(depth);
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moment2 += 0.25*(dx*dx+dy*dy);
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fragcolor = vec4( moment1, moment2, 0.0, 1.0);
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2024-08-29 18:46:30 +00:00
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}
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2024-08-30 19:00:04 +00:00
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else if (shadow_technique == SHADOW_CSM) {
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2024-08-29 18:46:30 +00:00
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fragcolor = vec4(vec3(gl_FragCoord.z), 1.0);
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}
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2024-08-29 15:32:34 +00:00
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}
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