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

25 lines
580 B
GLSL

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);
}
}