#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (binding = 1) uniform samplerCube shadowCubeMap; layout (location = 0) in vec3 inNormal; layout (location = 1) in vec3 inColor; layout (location = 2) in vec3 inEyePos; layout (location = 3) in vec3 inLightVec; layout (location = 4) in vec3 inWorldPos; layout (location = 5) in vec3 inLightPos; layout (location = 0) out vec4 outFragColor; #define EPSILON 0.15 #define SHADOW_OPACITY 0.5 void main() { // Lighting vec3 N = normalize(inNormal); vec3 L = normalize(vec3(1.0)); vec3 Eye = normalize(-inEyePos); vec3 Reflected = normalize(reflect(-inLightVec, inNormal)); vec4 IAmbient = vec4(vec3(0.05), 1.0); vec4 IDiffuse = vec4(1.0) * max(dot(inNormal, inLightVec), 0.0); outFragColor = vec4(IAmbient + IDiffuse * vec4(inColor, 1.0)); // Shadow vec3 lightVec = inWorldPos - inLightPos; float sampledDist = texture(shadowCubeMap, lightVec).r; float dist = length(lightVec); // Check if fragment is in shadow float shadow = (dist <= sampledDist + EPSILON) ? 1.0 : SHADOW_OPACITY; outFragColor.rgb *= shadow; }