1 // This file has been automatically generated from resource file src/Shaders/DirectionalLightShadow.glsl
3 static const char Shaders_DirectionalLightShadow_glsl[] =
4 "#if (__VERSION__ >= 120)\n"
5 "//! Coefficients for gathering close samples for antialiasing.\n"
6 "//! Use only with decent OpenGL (array constants cannot be initialized with GLSL 1.1 / GLSL ES 1.1)\n"
7 "const vec2 occPoissonDisk16[16] = vec2[](\n"
8 " vec2(-0.94201624,-0.39906216), vec2( 0.94558609,-0.76890725), vec2(-0.09418410,-0.92938870), vec2( 0.34495938, 0.29387760),\n"
9 " vec2(-0.91588581, 0.45771432), vec2(-0.81544232,-0.87912464), vec2(-0.38277543, 0.27676845), vec2( 0.97484398, 0.75648379),\n"
10 " vec2( 0.44323325,-0.97511554), vec2( 0.53742981,-0.47373420), vec2(-0.26496911,-0.41893023), vec2( 0.79197514, 0.19090188),\n"
11 " vec2(-0.24188840, 0.99706507), vec2(-0.81409955, 0.91437590), vec2( 0.19984126, 0.78641367), vec2( 0.14383161,-0.14100790)\n"
15 "//! Function computes directional light shadow attenuation (1.0 means no shadow).\n"
16 "float occDirectionalLightShadow (in sampler2D theShadow,\n"
18 " in vec3 theNormal)\n"
20 " vec4 aPosLightSpace = PosLightSpace[occLight_Index(theId)];\n"
21 " vec3 aLightDir = vec3 (occWorldViewMatrix * vec4 (occLight_Position (theId), 0.0));\n"
22 " vec3 aProjCoords = (aPosLightSpace.xyz / aPosLightSpace.w) * 0.5 + vec3 (0.5);\n"
23 " float aCurrentDepth = aProjCoords.z;\n"
24 " if (aProjCoords.x < 0.0 || aProjCoords.x > 1.0\n"
25 " || aProjCoords.y < 0.0 || aProjCoords.y > 1.0\n"
26 " || aCurrentDepth > 1.0)\n"
31 " vec2 aTexelSize = vec2 (occShadowMapSizeBias.x);\n"
32 " float aBias = max (occShadowMapSizeBias.y * (1.0 - dot (theNormal, aLightDir)), occShadowMapSizeBias.y * 0.1);\n"
33 "#if (__VERSION__ >= 120)\n"
34 " float aShadow = 0.0;\n"
35 " for (int aPosIter = 0; aPosIter < 16; ++aPosIter)\n"
37 " float aClosestDepth = occTexture2D (theShadow, aProjCoords.xy + occPoissonDisk16[aPosIter] * aTexelSize).r;\n"
38 " aShadow += (aCurrentDepth - aBias) > aClosestDepth ? 1.0 : 0.0;\n"
40 " return 1.0 - aShadow / 16.0;\n"
42 " float aClosestDepth = occTexture2D (theShadow, aProjCoords.xy).r;\n"
43 " float aShadow = (aCurrentDepth - aBias) > aClosestDepth ? 1.0 : 0.0;\n"
44 " return 1.0 - aShadow;\n"