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authorLiso <anlismon@gmail.com>2021-06-06 18:51:21 +0200
committerGitHub <noreply@github.com>2021-06-06 18:51:21 +0200
commitc47313db65f968559711ac1b505ef341a9872017 (patch)
tree63d9b1b2be512918e2361d96e4fb52ff1ec3f9de /client/shaders/shadow_shaders/pass2_fragment.glsl
parent46f42e15c41cf4ab23c5ff4cd8a7d99d94d10d7b (diff)
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Shadow mapping render pass (#11244)
Co-authored-by: x2048 <codeforsmile@gmail.com>
Diffstat (limited to 'client/shaders/shadow_shaders/pass2_fragment.glsl')
-rw-r--r--client/shaders/shadow_shaders/pass2_fragment.glsl23
1 files changed, 23 insertions, 0 deletions
diff --git a/client/shaders/shadow_shaders/pass2_fragment.glsl b/client/shaders/shadow_shaders/pass2_fragment.glsl
new file mode 100644
index 000000000..00b4f9f6c
--- /dev/null
+++ b/client/shaders/shadow_shaders/pass2_fragment.glsl
@@ -0,0 +1,23 @@
+uniform sampler2D ShadowMapClientMap;
+#ifdef COLORED_SHADOWS
+uniform sampler2D ShadowMapClientMapTraslucent;
+#endif
+uniform sampler2D ShadowMapSamplerdynamic;
+
+void main() {
+
+#ifdef COLORED_SHADOWS
+ vec2 first_depth = texture2D(ShadowMapClientMap, gl_TexCoord[0].st).rg;
+ vec2 depth_splitdynamics = vec2(texture2D(ShadowMapSamplerdynamic, gl_TexCoord[2].st).r, 0.0);
+ if (first_depth.r > depth_splitdynamics.r)
+ first_depth = depth_splitdynamics;
+ vec2 depth_color = texture2D(ShadowMapClientMapTraslucent, gl_TexCoord[1].st).rg;
+ gl_FragColor = vec4(first_depth.r, first_depth.g, depth_color.r, depth_color.g);
+#else
+ float first_depth = texture2D(ShadowMapClientMap, gl_TexCoord[0].st).r;
+ float depth_splitdynamics = texture2D(ShadowMapSamplerdynamic, gl_TexCoord[2].st).r;
+ first_depth = min(first_depth, depth_splitdynamics);
+ gl_FragColor = vec4(first_depth, 0.0, 0.0, 1.0);
+#endif
+
+}