#version 330 core //precision highp float; in Fragment { vec4 color; } fragment; in Vert { vec2 texcoord; } vert; uniform sampler2D Diffuse; uniform sampler2DShadow shadowMap; in vec3 lightDir,normal,ambient; in vec4 ShadowCoord; out vec4 color; void main(void) { vec4 texel = fragment.color*texture(Diffuse,vert.texcoord); vec3 ct,cf; float intensity,at,af; intensity = clamp( dot( normalize(normal),lightDir ), 0,1 ); af = 1.0; ct = texel.rgb; at = texel.a; //float bias = 0.005f; float bias = 0.0001*tan(acos(intensity)); bias = clamp(bias, 0,0.01); float visibility = texture(shadowMap, vec3(ShadowCoord.xy,(ShadowCoord.z-bias)/ShadowCoord.w)); intensity = 0.7*intensity + 0.3*intensity*visibility; cf = intensity*(vec3(1.0,1.0,1.0)-ambient)+ambient; color = vec4(ct * cf, fragment.color.w); }