#ifndef SHADOWS_GLSL_ #define SHADOWS_GLSL_ uniform sampler2DShadow u_shadows; uniform sampler2DShadow u_wideShadows; uniform int u_shadowsRes; uniform bool u_blurShadows; uniform mat4 u_shadowsMatrix; uniform mat4 u_wideShadowsMatrix; float calc_shadow() { float shadow = 1.0; if (u_enableShadows) { vec4 mpos = u_shadowsMatrix * vec4(a_modelpos.xyz + a_realnormal * 0.04, 1.0); vec3 projCoords = mpos.xyz / mpos.w; projCoords = projCoords * 0.5 + 0.5; projCoords.z -= 0.0001; vec4 wmpos = u_wideShadowsMatrix * vec4(a_modelpos.xyz + a_realnormal * 0.2, 1.0); vec3 wprojCoords = wmpos.xyz / wmpos.w; wprojCoords = wprojCoords * 0.5 + 0.5; wprojCoords.z -= 0.0001; shadow = 0.0; if (dot(a_realnormal, u_sunDir) < 0.0) { if (u_blurShadows) { const vec3 offsets[4] = vec3[4]( vec3(0.5, 0.5, 0.0), vec3(-0.5, 0.5, 0.0), vec3(0.5, -0.5, 0.0), vec3(-0.5, -0.5, 0.0) ); for (int i = 0; i < 4; i++) { shadow += texture(u_shadows, projCoords.xyz + offsets[i] / u_shadowsRes); } shadow /= 4; } else { if (a_distance > 32.0) { shadow = texture(u_wideShadows, wprojCoords.xyz); } else { shadow = texture(u_shadows, projCoords.xyz); } } shadow = shadow * 0.5 + 0.5; } else { shadow = 0.5; } } return shadow; } #endif // SHADOWS_GLSL_