Last change
on this file since 12091 was
12091,
checked in by wiesep, 6 years ago
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Updated programs and adjusted Material to work with GLSL>150
|
File size:
1.2 KB
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Line | |
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1 | #version 100 |
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2 | |
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3 | precision mediump int; |
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4 | precision mediump float; |
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5 | |
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6 | uniform float fixedDepthBias; |
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7 | uniform float gradientClamp; |
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8 | uniform float gradientScaleBias; |
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9 | uniform sampler2D shadowMap; |
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10 | uniform sampler2D diffuseMap; |
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11 | uniform vec4 vertexLight; |
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12 | |
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13 | varying vec4 oUv0; |
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14 | varying vec4 oShadowUV; |
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15 | |
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16 | //////////////////////// GRASS SHADOW RECEIVER |
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17 | void main() |
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18 | { |
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19 | if (oShadowUV.z > 0.0) |
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20 | { |
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21 | vec4 diffuse = texture2D(diffuseMap, oUv0.xy); |
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22 | if (diffuse.a > 0.001) |
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23 | { |
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24 | // Do manual alpha rejection because it is not built into OpenGL ES 2 |
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25 | if (diffuse.a < 0.588) |
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26 | { |
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27 | discard; |
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28 | } |
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29 | gl_FragColor = vec4(0.0); |
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30 | } |
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31 | else |
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32 | { |
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33 | vec4 normShadowUV = oShadowUV / oShadowUV.w; |
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34 | vec4 shadowDepths = texture2D(shadowMap, normShadowUV.xy); |
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35 | |
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36 | float gradientFactor = gradientClamp * gradientScaleBias; |
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37 | float depthAdjust = gradientFactor + fixedDepthBias * shadowDepths.x; |
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38 | float centerdepth = shadowDepths.x + depthAdjust; |
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39 | |
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40 | gl_FragColor = (centerdepth > normShadowUV.z) ? vec4(vertexLight.rgb, diffuse.a) : vec4(0.0, 0.0, 0.0, diffuse.a); |
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41 | } |
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42 | } |
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43 | else |
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44 | { |
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45 | gl_FragColor = vec4(0.0); |
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46 | } |
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47 | } |
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