File: ShadowMappingPCF.frag

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sofa-framework 1.0~beta4-9
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uniform sampler2DShadow shadowMap;

void main()
{

 float s0 ;
 float sc = gl_TexCoord[1].q/512.0;
 
 s0 = shadow2DProj(shadowMap, gl_TexCoord[1]).r;
 /*
 s0 += shadow2DProj(shadowMap, gl_TexCoord[1]+vec4(-sc, -sc, 0.0, 0.0)).r;
 s0 += shadow2DProj(shadowMap, gl_TexCoord[1]+vec4(-sc, 0.0, 0.0, 0.0)).r;
 s0 += shadow2DProj(shadowMap, gl_TexCoord[1]+vec4(-sc,  sc, 0.0, 0.0)).r;
 s0 += shadow2DProj(shadowMap, gl_TexCoord[1]+vec4( sc, -sc, 0.0, 0.0)).r;
 s0 += shadow2DProj(shadowMap, gl_TexCoord[1]+vec4( sc, 0.0, 0.0, 0.0)).r;
 s0 += shadow2DProj(shadowMap, gl_TexCoord[1]+vec4( sc,  sc, 0.0, 0.0)).r;
 s0 += shadow2DProj(shadowMap, gl_TexCoord[1]+vec4(0.0, -sc, 0.0, 0.0)).r;
 s0 += shadow2DProj(shadowMap, gl_TexCoord[1]+vec4(0.0,  sc, 0.0, 0.0)).r;
 
 s0  = s0 / 9.0;
 */
 s0 = (1.0 - s0)*0.64;
 
 gl_FragColor = vec4(s0, s0, s0, s0);          
}