Working pcf, not optimized
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@@ -121,16 +121,15 @@ float CalcShadowValue(vec4 positionLightSpace, vec3 normal, vec3 lightDir, sampl
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//float bias = max(0.05 * (1.0 - dot(normal, lightDir)), 0.005);
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//float bias = 0.005 * tan(acos(clamp(dot(normal, lightDir), 0,1))); bias = clamp(bias, 0,0.01);
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vec3 projCoords = positionLightSpace.xyz / positionLightSpace.w;
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vec3 projCoords = vec3(positionLightSpace.xy, positionLightSpace.z + bias) / positionLightSpace.w;
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projCoords = projCoords * 0.5 + 0.5;
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//float shadowMapDepth = texture(depthTexture, projCoords.xy).r;
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float shadowMapDepth = 1.0 - texture(depthTexture, projCoords);
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float shadowMapDepth = texture(depthTexture, projCoords);
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float geometryDepth = projCoords.z;
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//float shadow = geometryDepth - bias > shadowMapDepth ? 1.0 : 0.0;
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//float shadow = geometryDepth - bias > shadowMapDepth ? 0.0 : 1.0;
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float shadow = shadowMapDepth;
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//float shadow = 1.0 - bias > shadowMapDepth ? 0.0 : 1.0;
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//float shadow = 0.0;
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float shadow = 1.0 - shadowMapDepth;
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//vec2 texelSize = 1.0 / textureSize(depthTexture, 0);
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//for(int x = -1; x <= 1; x++)
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