v4k-git-backup/engine/art/shaders/fs_shadow_vsm.glsl

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in vec3 v_position;
out vec4 fragcolor;
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const int SHADOW_VSM = 0;
const int SHADOW_PCF = 1;
uniform int shadow_technique;
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void main() {
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if (shadow_technique == SHADOW_VSM) {
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float depth = length(v_position) / 20;
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float moment1 = depth;
float moment2 = depth * depth;
float dx = dFdx(depth);
float dy = dFdy(depth);
moment2 += 0.25*(dx*dx+dy*dy);
fragcolor = vec4( moment1, moment2, 0.0, 1.0);
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}
else if (shadow_technique == SHADOW_PCF) {
fragcolor = vec4(vec3(gl_FragCoord.z), 1.0);
}
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}