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#version 330 core
//precision highp float;
in Fragment
{
vec4 color;
} fragment;
in Vert
{
vec2 texcoord;
} vert;
uniform sampler2D Diffuse;
uniform sampler2DShadow shadowMap;
in vec3 lightDir,normal,ambient;
in vec4 ShadowCoord;
out vec4 color;
void main(void)
{
vec4 texel = fragment.color*texture(Diffuse,vert.texcoord);
vec3 ct,cf;
float intensity,at,af;
intensity = clamp( dot( normalize(normal),lightDir ), 0,1 );
af = 1.0;
ct = texel.rgb;
at = texel.a;
//float bias = 0.005f;
float bias = 0.0001*tan(acos(intensity));
bias = clamp(bias, 0,0.01);
float visibility = texture(shadowMap, vec3(ShadowCoord.xy,(ShadowCoord.z-bias)/ShadowCoord.w));
intensity = 0.7*intensity + 0.3*intensity*visibility;
cf = intensity*(vec3(1.0,1.0,1.0)-ambient)+ambient;
color = vec4(ct * cf, fragment.color.w);
}
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