#version 120 uniform highp float lightStrength; uniform highp float ambientStrength; uniform highp float shadowQuality; uniform highp vec3 color_mdl; uniform highp sampler2DShadow shadowMap; varying highp vec4 shadowCoord; varying highp vec3 position_wrld; varying highp vec3 normal_cmr; varying highp vec3 eyeDirection_cmr; varying highp vec3 lightDirection_cmr; varying highp vec2 coords_mdl; highp vec2 poissonDisk[16] = vec2[16](vec2(-0.94201624, -0.39906216), vec2(0.94558609, -0.76890725), vec2(-0.094184101, -0.92938870), vec2(0.34495938, 0.29387760), vec2(-0.91588581, 0.45771432), vec2(-0.81544232, -0.87912464), vec2(-0.38277543, 0.27676845), vec2(0.97484398, 0.75648379), vec2(0.44323325, -0.97511554), vec2(0.53742981, -0.47373420), vec2(-0.26496911, -0.41893023), vec2(0.79197514, 0.19090188), vec2(-0.24188840, 0.99706507), vec2(-0.81409955, 0.91437590), vec2(0.19984126, 0.78641367), vec2(0.14383161, -0.14100790)); /*float random(vec3 seed, int i) { vec4 seed4 = vec4(seed, i); float dot_product = dot(seed4, vec4(12.9898, 78.233, 45.164, 94.673)); return fract(sin(dot_product) * 43758.5453); }*/ void main() { highp float heightMod = coords_mdl.y + (1.0 - ambientStrength); highp vec3 materialDiffuseColor = heightMod * color_mdl; 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 = clamp(dot(n, l), 0.0, 1.0); highp vec3 E = normalize(eyeDirection_cmr); highp vec3 R = reflect(-l, n); highp float cosAlpha = clamp(dot(E, R), 0.0, 1.0); highp float bias = 0.005 * tan(acos(cosTheta)); bias = clamp(bias, 0.0, 0.01); vec4 shadCoords = shadowCoord; shadCoords.z -= bias; // adjust shadow strength by increasing the multiplier and lowering the addition (their sum must be 1) // direct method; needs large shadow texture to look good //highp float visibility = 0.75 * shadow2DProj(shadowMap, shadCoords).r + 0.25; // poisson disk sampling; smoothes edges highp float visibility = 0.6; for (int i = 0; i < 15; i++) { vec4 shadCoordsPD = shadCoords; shadCoordsPD.x += cos(poissonDisk[i].x) / shadowQuality; shadCoordsPD.y += sin(poissonDisk[i].y) / shadowQuality; visibility += 0.025 * shadow2DProj(shadowMap, shadCoordsPD).r; } /*for (int i = 0; i < 15; i++) { vec4 shadCoordsPD = shadCoords; int index = int(16.0 * random(gl_FragCoord.xyy, i)); shadCoordsPD.xy += poissonDisk[index] / 150.0; visibility += 0.05 * shadow2DProj(shadowMap, shadCoordsPD).r; }*/ gl_FragColor.rgb = visibility * (materialAmbientColor + materialDiffuseColor * lightStrength * cosTheta + materialSpecularColor * lightStrength * pow(cosAlpha, 10)); gl_FragColor.rgb = clamp(gl_FragColor.rgb, 0.0, 1.0); gl_FragColor.a = 1.0; }