#ifndef SHADOWS_GLSL_ #define SHADOWS_GLSL_ uniform sampler2DShadow u_shadows[2]; uniform mat4 u_shadowsMatrix[2]; uniform int u_shadowsRes; uniform bool u_blurShadows; float calc_shadow() { float shadow = 1.0; if (u_enableShadows) { vec4 mpos = u_shadowsMatrix[0] * 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_shadowsMatrix[1] * 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 || true) { if (a_distance > 64) { for (int y = -1; y <= 1; y++) { for (int x = -1; x <= 1; x++) { shadow += texture( u_shadows[1], wprojCoords.xyz + vec3(x, y, -(abs(x) + abs(y))) / u_shadowsRes ); } } shadow /= 9; } else { for (int y = -2; y <= 2; y++) { for (int x = -2; x <= 2; x++) { shadow += texture( u_shadows[0], projCoords.xyz + vec3(x, y, -(abs(x) + abs(y))) / u_shadowsRes * 1.0 ); } } shadow /= 25; } } else { if (a_distance > 32.0) { shadow = texture(u_shadows[1], wprojCoords.xyz); } else { shadow = texture(u_shadows[0], projCoords.xyz); } } shadow = shadow * 0.5 + 0.5; } else { shadow = 0.5; } } return shadow; } #endif // SHADOWS_GLSL_