#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( sampler2DShadow shadowsMap, mat4 shadowMatrix, vec4 modelPos, vec3 realnormal, vec3 normalOffset, float bias ) { float step = 1.0 / float(u_shadowsRes); vec4 mpos = shadowMatrix * vec4(modelPos.xyz + normalOffset, 1.0); vec3 projCoords = mpos.xyz / mpos.w; projCoords = projCoords * 0.5 + 0.5; projCoords.z -= 0.00001 / u_shadowsRes + bias; float shadow = 0.0; if (dot(realnormal, u_sunDir) < 0.0) { // 3x3 kernel for (int y = -1; y <= 1; y++) { for (int x = -1; x <= 1; x++) { vec3 offset = vec3(x, y, -(abs(x) + abs(y)) * 0.8) * step * 1.0 * u_shadowsSoftness; shadow += texture(shadowsMap, projCoords + offset); } } shadow /= 9.0; } else { shadow = 0.0; } return shadow; } // TODO: add array textures support float calc_shadow(vec4 modelPos, vec3 realnormal, float distance) { #ifdef ENABLE_SHADOWS float s = u_shadowsOpacity; vec3 normalOffset = realnormal * (distance > 64.0 ? 0.2 : 0.04); // as slow as mix(...) float shadow = (distance < 80.0) ? calc_shadow(u_shadows[0], u_shadowsMatrix[0], modelPos, realnormal, normalOffset, 0.0) : calc_shadow(u_shadows[1], u_shadowsMatrix[1], modelPos, realnormal, normalOffset, 0.001); return 0.5 * (1.0 + s * shadow); #else return 1.0; #endif } #endif // SHADOWS_GLSL_