uniform sampler2D u_ShadowMap; uniform vec3 u_LightForward; uniform vec3 u_LightUp; uniform vec3 u_LightRight; uniform vec4 u_LightOrigin; uniform float u_LightRadius; varying vec3 var_Position; varying vec3 var_Normal; void main() { vec3 lightToPos = var_Position - u_LightOrigin.xyz; vec2 st = vec2(-dot(u_LightRight, lightToPos), dot(u_LightUp, lightToPos)); float fade = length(st); #if defined(USE_DISCARD) if (fade >= 1.0) { discard; } #endif fade = clamp(8.0 - fade * 8.0, 0.0, 1.0); st = st * 0.5 + vec2(0.5); #if defined(USE_SOLID_PSHADOWS) float intensity = max(sign(u_LightRadius - length(lightToPos)), 0.0); #else float intensity = clamp((1.0 - dot(lightToPos, lightToPos) / (u_LightRadius * u_LightRadius)) * 2.0, 0.0, 1.0); #endif float lightDist = length(lightToPos); float dist; #if defined(USE_DISCARD) if (dot(u_LightForward, lightToPos) <= 0.0) { discard; } if (dot(var_Normal, lightToPos) > 0.0) { discard; } #else intensity *= max(sign(dot(u_LightForward, lightToPos)), 0.0); intensity *= max(sign(-dot(var_Normal, lightToPos)), 0.0); #endif intensity *= fade; float part; #if defined(USE_PCF) part = float(texture2D(u_ShadowMap, st + vec2(-1.0/512.0, -1.0/512.0)).r != 1.0); part += float(texture2D(u_ShadowMap, st + vec2( 1.0/512.0, -1.0/512.0)).r != 1.0); part += float(texture2D(u_ShadowMap, st + vec2(-1.0/512.0, 1.0/512.0)).r != 1.0); part += float(texture2D(u_ShadowMap, st + vec2( 1.0/512.0, 1.0/512.0)).r != 1.0); #else part = float(texture2D(u_ShadowMap, st).r != 1.0); #endif if (part <= 0.0) { discard; } #if defined(USE_PCF) intensity *= part * 0.25; #else intensity *= part; #endif gl_FragColor.rgb = vec3(0); gl_FragColor.a = clamp(intensity, 0.0, 0.75); }