shadowmap.frag

来自「java 3d game jme 工程开发源代码」· FRAG 代码 · 共 23 行

FRAG
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const float MULTIPLIER = (1.0 / 9.0) * 0.4;// note: OFFSET will be added by the client code before upload of the// shader since it's a constant dependent on a client value (the size of the shadow map)// OFFSET = 0.5f / SHADOW_MAP_SIZE;uniform sampler2DShadow shadowMap;void main(){   	float shade = shadow2DProj(shadowMap, gl_TexCoord[0] + vec4(OFFSET * -1.0, OFFSET * -1.0, 0.0, 0.0)).r;    shade      += shadow2DProj(shadowMap, gl_TexCoord[0] + vec4(OFFSET *  0.0, OFFSET * -1.0, 0.0, 0.0)).r;    shade      += shadow2DProj(shadowMap, gl_TexCoord[0] + vec4(OFFSET *  1.0, OFFSET * -1.0, 0.0, 0.0)).r;    shade      += shadow2DProj(shadowMap, gl_TexCoord[0] + vec4(OFFSET * -1.0, OFFSET *  0.0, 0.0, 0.0)).r;    shade      += shadow2DProj(shadowMap, gl_TexCoord[0] + vec4(OFFSET *  0.0, OFFSET *  0.0, 0.0, 0.0)).r;    shade      += shadow2DProj(shadowMap, gl_TexCoord[0] + vec4(OFFSET *  1.0, OFFSET *  0.0, 0.0, 0.0)).r;    shade      += shadow2DProj(shadowMap, gl_TexCoord[0] + vec4(OFFSET * -1.0, OFFSET *  1.0, 0.0, 0.0)).r;    shade      += shadow2DProj(shadowMap, gl_TexCoord[0] + vec4(OFFSET *  0.0, OFFSET *  1.0, 0.0, 0.0)).r;    shade      += shadow2DProj(shadowMap, gl_TexCoord[0] + vec4(OFFSET *  1.0, OFFSET *  1.0, 0.0, 0.0)).r;    shade *= MULTIPLIER;        gl_FragColor = vec4(0,0,0,shade);}

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