I Can't Believe It's Not Shadows!®
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@@ -23,7 +23,7 @@ in VertexData {
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vec3 ShadowCoord;
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} Input;
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vec3 scene_ambient = vec3(0.2);
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vec3 scene_ambient = vec3(0.3);
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out vec4 fragmentColor;
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@@ -49,18 +49,20 @@ void main() {
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//float cosTheta = clamp(dot(Input.Normal, vec3(0, 1, 0)), 0.0, 1.0);
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//float bias = 0.001 * tan(acos(cosTheta)); // cosTheta is dot( n,l ), clamped between 0 and 1
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//bias = clamp(bias, 0.0, 0.01);
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float bias = 0.003;
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float visibility = 1.0;
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vec4 shadowMapValue = texture(shadowMap, Input.ShadowCoord.xy);
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if (shadowMapValue.z < Input.ShadowCoord.z - bias) {
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visibility = 0.5;
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if (Input.ShadowCoord.x >= 0.0 && Input.ShadowCoord.x <= 1.0 && Input.ShadowCoord.y >= 0.0 && Input.ShadowCoord.y <= 1.0) {
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float bias = 0.003;
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vec4 shadowMapValue = texture(shadowMap, Input.ShadowCoord.xy);
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if (shadowMapValue.z < Input.ShadowCoord.z - bias) {
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visibility = 0.5;
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}
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}
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vec3 totalLighting = La * Ka * visibility;
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float attenuation;
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for(int i = 0; i < numberOfLights; i++)
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for(int i = 0; i < numberOfLights && i < maxNumberOfLights; i++)
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{
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// Light
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//vec3 lightPosition = vec3(0, 0, 2);
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