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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 highp vec3 lightPosition_wrld;
uniform sampler2D textureSampler;
uniform sampler2DShadow shadowMap;
//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 vec3 materialDiffuseColor = 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 bias = 0.005 * tan(acos(cosTheta));
//if (bias < 0.0) { bias = 0.0; }
//if (bias > 0.01) { bias = 0.01; }
//for (int i = 0; i < 4; i++) {
// use either :
// - Always the same samples.
// Gives a fixed pattern in the shadow, but no noise
//int index = i;
// - A random sample, based on the pixel's screen location.
// No banding, but the shadow moves with the camera, which looks weird.
// int index = int(16.0*random(gl_FragCoord.xyy, i))%16;
// - A random sample, based on the pixel's position in world space.
// The position is rounded to the millimeter to avoid too much aliasing
// int index = int(16.0*random(floor(Position_worldspace.xyz*1000.0), i))%16;
// being fully in the shadow will eat up 4*0.2 = 0.8
// 0.2 potentially remain, which is quite dark.
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;
}
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