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