#version 120 // // metavoxel_heightfield.frag // fragment shader // // Created by Andrzej Kapolka on 7/28/14. // Copyright 2014 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // // the diffuse texture uniform sampler2D diffuseMap; // the shadow texture uniform sampler2DShadow shadowMap; // the inverse of the size of the shadow map const float shadowScale = 1.0 / 2048.0; // the interpolated normal varying vec4 normal; void main(void) { // compute the base color based on OpenGL lighting model float diffuse = dot(normalize(normal), gl_LightSource[0].position); float facingLight = step(0.0, diffuse) * 0.25 * (shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(-shadowScale, -shadowScale, 0.0)).r + shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(-shadowScale, shadowScale, 0.0)).r + shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(shadowScale, -shadowScale, 0.0)).r + shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(shadowScale, shadowScale, 0.0)).r); vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient + gl_FrontLightProduct[0].diffuse * (diffuse * facingLight)); gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st); }