#version 120 uniform float inverseShadowmapSize; uniform float fixedDepthBias; uniform float gradientClamp; uniform float gradientScaleBias; uniform vec4 lightColour; uniform sampler2D shadowMap; uniform sampler2D normalMap; varying vec3 tangentLightDir; varying vec4 oUv; varying vec2 oUv2; // Expand a range-compressed vector vec3 expand(vec3 v) { return (v - 0.5) * 2.0; } void main() { // get the new normal and diffuse values vec3 normal = normalize(expand(texture2D(normalMap, oUv2).xyz)); vec4 vertexColour = clamp(dot(normal, tangentLightDir),0.0,1.0) * lightColour; vec4 shadowUV = oUv; // point on shadowmap shadowUV = shadowUV / shadowUV.w; float centerdepth = texture2D(shadowMap, shadowUV.xy).x; // gradient calculation float pixeloffset = inverseShadowmapSize; vec4 depths = vec4( texture2D(shadowMap, shadowUV.xy + vec2(-pixeloffset, 0)).x, texture2D(shadowMap, shadowUV.xy + vec2(+pixeloffset, 0)).x, texture2D(shadowMap, shadowUV.xy + vec2(0, -pixeloffset)).x, texture2D(shadowMap, shadowUV.xy + vec2(0, +pixeloffset)).x); vec2 differences = abs( depths.yw - depths.xz ); float gradient = min(gradientClamp, max(differences.x, differences.y)); float gradientFactor = gradient * gradientScaleBias; // visibility function float depthAdjust = gradientFactor + (fixedDepthBias * centerdepth); float finalCenterDepth = centerdepth + depthAdjust; // shadowUV.z contains lightspace position of current object #if PCF // use depths from prev, calculate diff depths += depthAdjust; float final = (finalCenterDepth > shadowUV.z) ? 1.0 : 0.0; final += (depths.x > shadowUV.z) ? 1.0 : 0.0; final += (depths.y > shadowUV.z) ? 1.0 : 0.0; final += (depths.z > shadowUV.z) ? 1.0 : 0.0; final += (depths.w > shadowUV.z) ? 1.0 : 0.0; final *= 0.2; gl_FragColor = vec4(vertexColour.xyz * final, 1); #else gl_FragColor = (finalCenterDepth > shadowUV.z) ? vertexColour : vec4(0,0,0,1); #endif }