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- #version 150
- precision highp float;
- uniform sampler2D texture0;
- uniform sampler2DShadow shadowMap;
- uniform vec2 pixelOffset;
- in vec2 texCoord;
- in vec4 shadowCoord;
- float pcf(vec2 offset){
- return textureProj(shadowMap,
- shadowCoord+0.005+vec4(offset.x*pixelOffset.x*shadowCoord.w,
- offset.y*pixelOffset.y*shadowCoord.w,
- 0.0,
- 0.0));
- }
- void main(){
- float shadow = 1.0;
- if(shadowCoord.w > 0.0){
- float x, y;
- for(y = -1.5; y <= 1.5; y += 1.0){
- for(x = -1.5; x <= 1.5; x += 1.0){
- shadow += pcf(vec2(x, y));
- }
- }
- shadow /= 16.0;
- }
- gl_FragColor = shadow*texture(texture0, texCoord);
- }
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