in vec4 vpeye; in vec4 vneye; uniform bool u_shadow_receiver; uniform samplerCube shadowMap[MAX_LIGHTS]; //// From http://fabiensanglard.net/shadowmappingVSM/index.php float chebyshevUpperBound(float distance, vec3 dir, int light_index) { distance = distance/20; vec2 moments = texture(shadowMap[light_index], dir).rg; // Surface is fully lit. as the current fragment is before the light occluder if (distance <= moments.x) { return 1.0; } // The fragment is either in shadow or penumbra. We now use chebyshev's upperBound to check // How likely this pixel is to be lit (p_max) float variance = moments.y - (moments.x*moments.x); //variance = max(variance, 0.000002); variance = max(variance, 0.00002); float d = distance - moments.x; float p_max = variance / (variance + d*d); return p_max; } vec4 shadowmap(in vec4 peye, in vec4 neye) { float shadowFactor = 0.0; vec3 fragment = vec3(peye); int total_casters = 0; for (int i = 0; i < u_num_lights; i++) { light_t light = u_lights[i]; float factor = 0.0; if (light.type == LIGHT_DIRECTIONAL) { // shadowFactor = chebyshevUpperBound(distance, light.dir); } else if (light.type == LIGHT_POINT) { total_casters++; vec3 light_pos = (view * vec4(light.pos, 1.0)).xyz; vec3 dir = light_pos - fragment; vec4 sc = inv_view * vec4(dir, 0.0); factor += chebyshevUpperBound(length(dir), -sc.xyz, i); } else if (light.type == LIGHT_SPOT) { // shadowFactor = chebyshevUpperBound(distance, light.pos); } shadowFactor += factor; } if (u_num_lights == 0) { shadowFactor = 1.0; } else { shadowFactor /= total_casters; } return vec4(vec3(shadowFactor), 1.0); } vec4 shadowing() { if (u_shadow_receiver) { return shadowmap(vpeye, vneye); } else { return vec4(1.0); } }