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