📄 shadowmap.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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