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| 1 | float chebyshevUpperBound() | |
| 2 | {
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| 3 | vec2 moments = texture2D(ShadowMap,ShadowCoordPostW.xy).rg; | |
| 4 | ||
| 5 | // Surface is fully lit. as the current fragment is before the light occluder | |
| 6 | if (ShadowCoordPostW.z <= moments.x) | |
| 7 | return 1.0 ; | |
| 8 | ||
| 9 | // The fragment is either in shadow or penumbra. We now use chebyshev's upperBound to check | |
| 10 | // How likely this pixel is to be lit (p_max) | |
| 11 | float variance = moments.y - (moments.x*moments.x); | |
| 12 | variance = max(variance,0.1); | |
| 13 | ||
| 14 | float d = ShadowCoordPostW.z - moments.x; | |
| 15 | float p_max = (variance / (variance + d*d)); | |
| 16 | ||
| 17 | return max(p_max, 0.4); | |
| 18 | } | |
| 19 | ||
| 20 | //Color computation in main() | |
| 21 | shadow = chebyshevUpperBound(); | |
| 22 | fragColor = ((ambient_color + diffuse_color * diffuse_value))*texel; | |
| 23 | fragColor.rgb *= shadow; |