| #version 120 |
| |
| uniform highp float lightStrength; |
| uniform highp float ambientStrength; |
| uniform highp float shadowQuality; |
| uniform highp sampler2D textureSampler; |
| uniform highp sampler2DShadow shadowMap; |
| uniform highp vec4 lightColor; |
| |
| varying highp vec4 shadowCoord; |
| varying highp vec2 UV; |
| varying highp vec3 position_wrld; |
| varying highp vec3 normal_cmr; |
| varying highp vec3 eyeDirection_cmr; |
| varying highp vec3 lightDirection_cmr; |
| |
| highp vec2 poissonDisk[16] = vec2[16](vec2(-0.94201624, -0.39906216), |
| vec2(0.94558609, -0.76890725), |
| vec2(-0.094184101, -0.92938870), |
| vec2(0.34495938, 0.29387760), |
| vec2(-0.91588581, 0.45771432), |
| vec2(-0.81544232, -0.87912464), |
| vec2(-0.38277543, 0.27676845), |
| vec2(0.97484398, 0.75648379), |
| vec2(0.44323325, -0.97511554), |
| vec2(0.53742981, -0.47373420), |
| vec2(-0.26496911, -0.41893023), |
| vec2(0.79197514, 0.19090188), |
| vec2(-0.24188840, 0.99706507), |
| vec2(-0.81409955, 0.91437590), |
| vec2(0.19984126, 0.78641367), |
| vec2(0.14383161, -0.14100790)); |
| |
| void main() { |
| highp vec3 materialDiffuseColor = texture2D(textureSampler, UV).rgb; |
| highp vec3 materialAmbientColor = lightColor.rgb * ambientStrength * materialDiffuseColor; |
| highp vec3 materialSpecularColor = lightColor.rgb * 0.2; |
| |
| highp vec3 n = normalize(normal_cmr); |
| highp vec3 l = normalize(lightDirection_cmr); |
| highp float cosTheta = clamp(dot(n, l), 0.0, 1.0); |
| |
| highp vec3 E = normalize(eyeDirection_cmr); |
| highp vec3 R = reflect(-l, n); |
| highp float cosAlpha = clamp(dot(E, R), 0.0, 1.0); |
| |
| highp float bias = 0.005 * tan(acos(cosTheta)); |
| bias = clamp(bias, 0.0, 0.01); |
| |
| vec4 shadCoords = shadowCoord; |
| shadCoords.z -= bias; |
| |
| highp float visibility = 0.6; |
| for (int i = 0; i < 15; i++) { |
| vec4 shadCoordsPD = shadCoords; |
| shadCoordsPD.x += cos(poissonDisk[i].x) / shadowQuality; |
| shadCoordsPD.y += sin(poissonDisk[i].y) / shadowQuality; |
| visibility += 0.025 * shadow2DProj(shadowMap, shadCoordsPD).r; |
| } |
| |
| gl_FragColor.rgb = |
| (materialAmbientColor + |
| materialDiffuseColor * lightStrength * cosTheta + |
| materialSpecularColor * lightStrength * pow(cosAlpha, 10)); |
| gl_FragColor.a = texture2D(textureSampler, UV).a; |
| gl_FragColor.rgb = visibility * clamp(gl_FragColor.rgb, 0.0, 1.0); |
| } |