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33 lines
903 B
33 lines
903 B
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uniform sampler2D U_ShadowMap;
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uniform sampler2D U_ProjectiveTexture;
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uniform sampler2D U_MainTexture;
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varying vec2 V_Texcoord;
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varying vec3 V_WorldPos;
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varying vec4 V_ProjectCoord;
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varying vec4 V_ProjectorSpaceFragPos;
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float CalculateShadow(){
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vec3 fragPos = V_ProjectorSpaceFragPos.xyz / V_ProjectorSpaceFragPos.w;
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fragPos = fragPos * 0.5 + vec3(0.5);
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float depthInShadowMap = texture2D(U_ShadowMap, fragPos.xy).r;
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float currentDepth = fragPos.z;
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float shadow = (currentDepth - 0.001) > depthInShadowMap ? 1.0 : 0.0;
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return shadow;
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}
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void main()
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{
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if(V_ProjectCoord.z > 0){
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vec4 color = textureProj(U_ProjectiveTexture, V_ProjectCoord);
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if(color.a == 0.0){
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gl_FragColor = texture2D(U_MainTexture, V_Texcoord);
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} else {
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gl_FragColor = vec4(0.0,0.0,0.0,textureProj(U_ProjectiveTexture, V_ProjectCoord).a);
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}
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} else {
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gl_FragColor = texture2D(U_MainTexture, V_Texcoord);
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}
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}
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