#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #extension GL_EXT_nonuniform_qualifier : require layout(location = 0) out vec4 shadowMap; void main() { float depth = gl_FragCoord.z; float dx = dFdx(depth); float dy = dFdy(depth); float moment2 = depth * depth + 0.25f * (dx * dx + dy * dy); // shadowMap = vec4 (0.0f, 0.0f, gl_FragCoord.z, 1.0f); shadowMap = vec4 (gl_FragCoord.z, moment2, 0.0f, 1.0f); }