#ifndef SHADOWS_GLSL_ #define SHADOWS_GLSL_ #include uniform sampler2DShadow u_shadows[2]; uniform mat4 u_shadowsMatrix[2]; uniform float u_dayTime; uniform int u_shadowsRes; uniform float u_shadowsOpacity; uniform float u_shadowsSoftness; float calc_shadow() { if (!u_enableShadows) { return 1.0; } float step = 1.0 / float(u_shadowsRes); float s = pow(abs(cos(u_dayTime * PI2)), 0.25) * u_shadowsOpacity; vec3 normalOffset = a_realnormal * (a_distance > 64.0 ? 0.2 : 0.04); int shadowIdx = a_distance > 64.0 ? 1 : 0; vec4 mpos = u_shadowsMatrix[shadowIdx] * vec4(a_modelpos.xyz + normalOffset, 1.0); vec3 projCoords = mpos.xyz / mpos.w; projCoords = projCoords * 0.5 + 0.5; projCoords.z -= 0.00001; float shadow = 0.0; if (dot(a_realnormal, u_sunDir) < 0.0) { // 5x5 kernel for (int y = -2; y <= 2; y++) { for (int x = -2; x <= 2; x++) { vec3 offset = vec3(x, y, -(abs(x) + abs(y)) * 0.1) * step * 2.0 * u_shadowsSoftness; shadow += texture(u_shadows[shadowIdx], projCoords + offset); } } shadow /= 25.0; } else { shadow = 0.5; } return 0.5 * (1.0 + s * shadow); } #endif // SHADOWS_GLSL_