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

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in vec4 v_position;
out vec4 outColor;
void main() {
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#ifdef VSMCUBE
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float depth = length( vec3(v_position) ) / 20;
#else
float depth = v_position.z / v_position.w;
depth = depth * 0.5 + 0.5;
#endif
float moment1 = depth;
float moment2 = depth * depth;
float dx = dFdx(depth);
float dy = dFdy(depth);
moment2 += 0.25*(dx*dx+dy*dy);
outColor = vec4( moment1, moment2, 0.0, 0.0);
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}