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#version 330
#if defined VERTEX_SHADER
in vec3 in_position;
in vec3 in_normal;
uniform mat4 m_model;
uniform mat4 m_camera;
uniform mat4 m_proj;
uniform mat4 m_shadow_bias;
uniform vec3 lightDir;
out vec3 light_dir;
out vec3 normal;
out vec4 ShadowCoord;
void main() {
mat4 m_view = m_camera * m_model;
vec4 p = m_view * vec4(in_position, 1.0);
gl_Position = m_proj * p;
mat3 m_normal = inverse(transpose(mat3(m_view)));
normal = m_normal * normalize(in_normal);
light_dir = (m_view * vec4(lightDir, 0.0)).xyz;
ShadowCoord = m_shadow_bias * vec4(in_position, 1.0);
}
#elif defined FRAGMENT_SHADER
out vec4 fragColor;
uniform vec4 color;
uniform sampler2D shadowMap;
in vec3 light_dir;
in vec3 normal;
in vec4 ShadowCoord;
vec2 poissonDisk[4] = vec2[](
vec2( -0.94201624, -0.39906216 ),
vec2( 0.94558609, -0.76890725 ),
vec2( -0.094184101, -0.92938870 ),
vec2( 0.34495938, 0.29387760 )
);
void main() {
float bias = 0.005;
float visibility = 1.0;
// if (texture(shadowMap, ShadowCoord.xy ).r < ShadowCoord.z - bias){
// visibility = 0.5;
// }
for (int i = 0; i < 4 ; i++){
if ( texture( shadowMap, ShadowCoord.xy + poissonDisk[i]/800.0 ).r < ShadowCoord.z-bias ){
visibility -= 0.12;
}
}
float l = max(dot(normalize(light_dir), normalize(normal)), 0.0);
fragColor = color * (0.25 + abs(l) * 0.9) * visibility;
}
#endif
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