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/**
* This fragment shader was initially found at http://fabiensanglard.net/shadowmappingVSM/index.php
*/
in vec4 v_position;
out vec4 fragColor;
void main()
{
float depth = v_position.z / v_position.w;
depth = depth * 0.5 + 0.5;
float moment1 = depth;
float moment2 = depth * depth;
// Adjusting moments using partial derivative
float dx = dFdx(depth);
float dy = dFdy(depth);
moment2 += 0.25 * (dx * dx + dy * dy);
fragColor = vec4(moment1, moment2, 0.0, 0.0);
// TODO: write to a 2-component target --^
}
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