varying highp vec4 shadowCoord; varying highp vec2 UV; varying highp vec3 position_wrld; varying highp vec3 normal_cmr; varying highp vec3 eyeDirection_cmr; varying highp vec3 lightDirection_cmr; uniform highp float lightStrength; uniform highp float ambientStrength; uniform sampler2D textureSampler; //uniform sampler2DShadow shadowMap; // use with version 2 uniform sampler2D shadowMap; // use with version 1 // Version 1: Use this to see the shadow map void main() { float shadowFactor = 1.0; // default to '1' meaning "no shadow" float epsilon = 0.1; // increase value to remove little artifacts vec4 shadCoordsPD = shadowCoord / shadowCoord.w; if (shadowCoord.w <= 0.0) { // ignore negative projection shadowFactor = 1.0; } else if (shadCoordsPD.x < 0.0 || shadCoordsPD.y < 0.0) { // outside light frustum, ignore shadowFactor = 1.0; } else if (shadCoordsPD.x >= 1.0 || shadCoordsPD.y >= 1.0) { // outside light frustum, ignore shadowFactor = 1.0; } else { float shadow = texture2D(shadowMap, shadCoordsPD.xy).x; if (shadow + epsilon < shadCoordsPD.z) { shadowFactor = 0.0; } } // shadow is dark gray, other parts bright yellow gl_FragColor = vec4(0.8, 0.8, 0.0, 1.0) * shadowFactor + vec4(0.2, 0.2, 0.2, 1.0); } // Version 2: Use this normally /* void main() { highp vec3 materialDiffuseColor = vec3(0.8, 0.8, 0.0);//texture2D(textureSampler, UV).rgb; highp vec3 materialAmbientColor = vec3(ambientStrength, ambientStrength, ambientStrength) * materialDiffuseColor; highp vec3 materialSpecularColor = vec3(1.0, 1.0, 1.0); highp vec3 n = normalize(normal_cmr); highp vec3 l = normalize(lightDirection_cmr); highp float cosTheta = dot(n, l); if (cosTheta < 0.0) { cosTheta = 0.0; } if (cosTheta > 1.0) { cosTheta = 1.0; } highp vec3 E = normalize(eyeDirection_cmr); highp vec3 R = reflect(-l, n); highp float cosAlpha = dot(E, R); if (cosAlpha < 0.0) { cosAlpha = 0.0; } if (cosAlpha > 1.0) { cosAlpha = 1.0; } highp float visibility = 1.0; highp float bias = 0.005; //highp float bias = 0.005 * tan(acos(cosTheta)); //if (bias < 0.0) { bias = 0.0; } //if (bias > 0.01) { bias = 0.01; } visibility -= 0.8 * (1.0 - shadow2D(shadowMap, vec3(shadowCoord.xy, (shadowCoord.z - bias) / shadowCoord.w)).r); gl_FragColor.rgb = materialAmbientColor + visibility * materialDiffuseColor * lightStrength * cosTheta + visibility * materialSpecularColor * lightStrength * (cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha); gl_FragColor.a = 1.0; } */