in vec3 v_position; out vec4 fragcolor; const int SHADOW_VSM = 0; const int SHADOW_PCF = 1; uniform int shadow_technique; void main() { if (shadow_technique == SHADOW_VSM) { float depth = length(v_position) / 20; 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); } else if (shadow_technique == SHADOW_PCF) { fragcolor = vec4(vec3(gl_FragCoord.z), 1.0); } }