#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (binding = 1) uniform sampler2D shadowMap; layout (location = 0) in vec3 inNormal; layout (location = 1) in vec3 inColor; layout (location = 2) in vec3 inViewVec; layout (location = 3) in vec3 inLightVec; layout (location = 4) in vec4 inShadowCoord; layout (constant_id = 0) const int enablePCF = 0; layout (location = 0) out vec4 outFragColor; #define ambient 0.1 float textureProj(vec4 P, vec2 off) { float shadow = 1.0; vec4 shadowCoord = P / P.w; if ( shadowCoord.z > -1.0 && shadowCoord.z < 1.0 ) { float dist = texture( shadowMap, shadowCoord.st + off ).r; if ( shadowCoord.w > 0.0 && dist < shadowCoord.z ) { shadow = ambient; } } return shadow; } float filterPCF(vec4 sc) { ivec2 texDim = textureSize(shadowMap, 0); float scale = 1.5; float dx = scale * 1.0 / float(texDim.x); float dy = scale * 1.0 / float(texDim.y); float shadowFactor = 0.0; int count = 0; int range = 1; for (int x = -range; x <= range; x++) { for (int y = -range; y <= range; y++) { shadowFactor += textureProj(sc, vec2(dx*x, dy*y)); count++; } } return shadowFactor / count; } void main() { float shadow = (enablePCF == 1) ? filterPCF(inShadowCoord / inShadowCoord.w) : textureProj(inShadowCoord / inShadowCoord.w, vec2(0.0)); vec3 N = normalize(inNormal); vec3 L = normalize(inLightVec); vec3 V = normalize(inViewVec); vec3 R = normalize(-reflect(L, N)); vec3 diffuse = max(dot(N, L), ambient) * inColor; // vec3 specular = pow(max(dot(R, V), 0.0), 50.0) * vec3(0.75); outFragColor = vec4(diffuse * shadow, 1.0); }