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-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl58
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl61
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl58
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl66
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl68
8 files changed, 257 insertions, 78 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
index 1179b212ae..08f6ec63fe 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
@@ -26,7 +26,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
VARYING vec4 vertex_color;
@@ -78,7 +80,7 @@ void main()
vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
frag *= screen_res;
- float shadow = 1.0;
+ float shadow = 0.0;
vec4 pos = vec4(vary_position, 1.0);
vec4 spos = pos;
@@ -87,31 +89,65 @@ void main()
{
vec4 lpos;
- if (spos.z < -shadow_clip.z)
+ vec4 near_split = shadow_clip*-0.75;
+ vec4 far_split = shadow_clip*-1.25;
+ vec4 transition_domain = near_split-far_split;
+ float weight = 0.0;
+
+ if (spos.z < near_split.z)
{
lpos = shadow_matrix[3]*spos;
lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap3, lpos, 1.5);
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
+ shadow += pcfShadow(shadowMap3, lpos, 0.25)*w;
+ weight += w;
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
}
- else if (spos.z < -shadow_clip.y)
+
+ if (spos.z < near_split.y && spos.z > far_split.z)
{
lpos = shadow_matrix[2]*spos;
lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap2, lpos, 1.5);
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
+ w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
+ shadow += pcfShadow(shadowMap2, lpos, 0.75)*w;
+ weight += w;
}
- else if (spos.z < -shadow_clip.x)
+
+ if (spos.z < near_split.x && spos.z > far_split.y)
{
lpos = shadow_matrix[1]*spos;
lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap1, lpos, 1.5);
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
+ w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
+ shadow += pcfShadow(shadowMap1, lpos, 0.75)*w;
+ weight += w;
}
- else
+
+ if (spos.z > far_split.x)
{
lpos = shadow_matrix[0]*spos;
lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap0, lpos, 1.5);
+
+ float w = 1.0;
+ w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
+
+ shadow += pcfShadow(shadowMap0, lpos, 1.0)*w;
+ weight += w;
}
+
+
+ shadow /= weight;
+ }
+ else
+ {
+ shadow = 1.0;
}
vec4 diff = diffuseLookup(vary_texcoord0.xy);
@@ -125,6 +161,6 @@ void main()
color.rgb += diff.rgb * vary_pointlight_col.rgb;
- gl_FragColor = color;
+ frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl
index 0df557f2aa..aae6a070e2 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl
@@ -26,7 +26,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
uniform sampler2DRectShadow shadowMap0;
@@ -91,7 +93,7 @@ void main()
vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
frag *= screen_res;
- float shadow = 1.0;
+ float shadow = 0.0;
vec4 pos = vec4(vary_position, 1.0);
vec4 spos = pos;
@@ -100,33 +102,68 @@ void main()
{
vec4 lpos;
- if (spos.z < -shadow_clip.z)
+ vec4 near_split = shadow_clip*-0.75;
+ vec4 far_split = shadow_clip*-1.25;
+ vec4 transition_domain = near_split-far_split;
+ float weight = 0.0;
+
+ if (spos.z < near_split.z)
{
lpos = shadow_matrix[3]*spos;
lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap3, lpos, 1.5);
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
+ shadow += pcfShadow(shadowMap3, lpos, 0.25)*w;
+ weight += w;
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
}
- else if (spos.z < -shadow_clip.y)
+
+ if (spos.z < near_split.y && spos.z > far_split.z)
{
lpos = shadow_matrix[2]*spos;
lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap2, lpos, 1.5);
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
+ w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
+ shadow += pcfShadow(shadowMap2, lpos, 0.75)*w;
+ weight += w;
}
- else if (spos.z < -shadow_clip.x)
+
+ if (spos.z < near_split.x && spos.z > far_split.y)
{
lpos = shadow_matrix[1]*spos;
lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap1, lpos, 1.5);
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
+ w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
+ shadow += pcfShadow(shadowMap1, lpos, 0.75)*w;
+ weight += w;
}
- else
+
+ if (spos.z > far_split.x)
{
lpos = shadow_matrix[0]*spos;
lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap0, lpos, 1.5);
+
+ float w = 1.0;
+ w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
+
+ shadow += pcfShadow(shadowMap0, lpos, 1.0)*w;
+ weight += w;
}
+
+
+ shadow /= weight;
+
}
-
+ else
+ {
+ shadow = 1.0;
+ }
+
vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, vertex_color.a);
@@ -138,6 +175,6 @@ void main()
color.rgb += diff.rgb * vary_pointlight_col.rgb;
- gl_FragColor = color;
+ frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl
index 331dbc7079..931577359e 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl
@@ -26,7 +26,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
uniform sampler2DRectShadow shadowMap0;
@@ -90,7 +92,7 @@ void main()
vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
frag *= screen_res;
- float shadow = 1.0;
+ float shadow = 0.0;
vec4 pos = vec4(vary_position, 1.0);
vec4 spos = pos;
@@ -99,31 +101,65 @@ void main()
{
vec4 lpos;
- if (spos.z < -shadow_clip.z)
+ vec4 near_split = shadow_clip*-0.75;
+ vec4 far_split = shadow_clip*-1.25;
+ vec4 transition_domain = near_split-far_split;
+ float weight = 0.0;
+
+ if (spos.z < near_split.z)
{
lpos = shadow_matrix[3]*spos;
lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap3, lpos, 1.5);
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
+ shadow += pcfShadow(shadowMap3, lpos, 0.25)*w;
+ weight += w;
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
}
- else if (spos.z < -shadow_clip.y)
+
+ if (spos.z < near_split.y && spos.z > far_split.z)
{
lpos = shadow_matrix[2]*spos;
lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap2, lpos, 1.5);
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
+ w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
+ shadow += pcfShadow(shadowMap2, lpos, 0.75)*w;
+ weight += w;
}
- else if (spos.z < -shadow_clip.x)
+
+ if (spos.z < near_split.x && spos.z > far_split.y)
{
lpos = shadow_matrix[1]*spos;
lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap1, lpos, 1.5);
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
+ w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
+ shadow += pcfShadow(shadowMap1, lpos, 0.75)*w;
+ weight += w;
}
- else
+
+ if (spos.z > far_split.x)
{
lpos = shadow_matrix[0]*spos;
lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap0, lpos, 1.5);
+
+ float w = 1.0;
+ w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
+
+ shadow += pcfShadow(shadowMap0, lpos, 1.0)*w;
+ weight += w;
}
+
+
+ shadow /= weight;
+ }
+ else
+ {
+ shadow = 1.0;
}
vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
@@ -137,6 +173,6 @@ void main()
color.rgb += diff.rgb * vary_pointlight_col.rgb;
- gl_FragColor = color;
+ frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
index 14a683971a..f7f1f649ce 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
@@ -26,7 +26,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
uniform sampler2DRect diffuseRect;
@@ -253,6 +255,6 @@ void main()
}
}
- gl_FragColor.rgb = col;
- gl_FragColor.a = 0.0;
+ frag_color.rgb = col;
+ frag_color.a = 0.0;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 27ea77b5a2..61a7f1e32f 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -26,7 +26,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
uniform sampler2DRect diffuseRect;
@@ -330,6 +332,6 @@ void main()
col = diffuse.rgb;
}
- gl_FragColor.rgb = col;
- gl_FragColor.a = bloom;
+ frag_color.rgb = col;
+ frag_color.a = bloom;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
index 31bd0c79da..99a277fbfc 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
@@ -26,7 +26,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
VARYING vec4 vertex_color;
@@ -201,6 +203,6 @@ void main()
}
}
- gl_FragColor.rgb = col;
- gl_FragColor.a = 0.0;
+ frag_color.rgb = col;
+ frag_color.a = 0.0;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
index 229c2f4b67..8c4ccf9cb3 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
@@ -26,7 +26,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
//class 2, shadows, no SSAO
@@ -129,11 +131,11 @@ void main()
/*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL
{
- gl_FragColor = vec4(0.0); // doesn't matter
+ frag_color = vec4(0.0); // doesn't matter
return;
}*/
- float shadow = 1.0;
+ float shadow = 0.0;
float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz));
vec3 shadow_pos = pos.xyz + displace*norm;
@@ -152,32 +154,62 @@ void main()
{
vec4 lpos;
- if (spos.z < -shadow_clip.z)
+ vec4 near_split = shadow_clip*-0.75;
+ vec4 far_split = shadow_clip*-1.25;
+ vec4 transition_domain = near_split-far_split;
+ float weight = 0.0;
+
+ if (spos.z < near_split.z)
{
lpos = shadow_matrix[3]*spos;
lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap3, lpos, 0.25);
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
+ shadow += pcfShadow(shadowMap3, lpos, 0.25)*w;
+ weight += w;
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
}
- else if (spos.z < -shadow_clip.y)
+
+ if (spos.z < near_split.y && spos.z > far_split.z)
{
lpos = shadow_matrix[2]*spos;
lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap2, lpos, 0.5);
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
+ w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
+ shadow += pcfShadow(shadowMap2, lpos, 0.75)*w;
+ weight += w;
}
- else if (spos.z < -shadow_clip.x)
+
+ if (spos.z < near_split.x && spos.z > far_split.y)
{
lpos = shadow_matrix[1]*spos;
lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap1, lpos, 0.75);
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
+ w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
+ shadow += pcfShadow(shadowMap1, lpos, 0.75)*w;
+ weight += w;
}
- else
+
+ if (spos.z > far_split.x)
{
lpos = shadow_matrix[0]*spos;
lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap0, lpos, 1.0);
+
+ float w = 1.0;
+ w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
+
+ shadow += pcfShadow(shadowMap0, lpos, 1.0)*w;
+ weight += w;
}
+
+ shadow /= weight;
+
// take the most-shadowed value out of these two:
// * the blurred sun shadow in the light (shadow) map
// * an unblurred dot product between the sun and this norm
@@ -198,19 +230,19 @@ void main()
shadow = 1.0;
}
- gl_FragColor[0] = shadow;
- gl_FragColor[1] = 1.0;
+ frag_color[0] = shadow;
+ frag_color[1] = 1.0;
spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0);
//spotlight shadow 1
vec4 lpos = shadow_matrix[4]*spos;
- gl_FragColor[2] = pcfShadow(shadowMap4, lpos, 0.8);
+ frag_color[2] = pcfShadow(shadowMap4, lpos, 0.8);
//spotlight shadow 2
lpos = shadow_matrix[5]*spos;
- gl_FragColor[3] = pcfShadow(shadowMap5, lpos, 0.8);
+ frag_color[3] = pcfShadow(shadowMap5, lpos, 0.8);
- //gl_FragColor.rgb = pos.xyz;
- //gl_FragColor.b = shadow;
+ //frag_color.rgb = pos.xyz;
+ //frag_color.b = shadow;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
index 6b420833b9..02075a7687 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
@@ -25,7 +25,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
//class 2 -- shadows and SSAO
@@ -190,11 +192,11 @@ void main()
/*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL
{
- gl_FragColor = vec4(0.0); // doesn't matter
+ frag_color = vec4(0.0); // doesn't matter
return;
}*/
- float shadow = 1.0;
+ float shadow = 0.0;
float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz));
vec3 shadow_pos = pos.xyz + displace*norm;
@@ -212,33 +214,63 @@ void main()
else
{
vec4 lpos;
-
- if (spos.z < -shadow_clip.z)
+
+ vec4 near_split = shadow_clip*-0.75;
+ vec4 far_split = shadow_clip*-1.25;
+ vec4 transition_domain = near_split-far_split;
+ float weight = 0.0;
+
+ if (spos.z < near_split.z)
{
lpos = shadow_matrix[3]*spos;
lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap3, lpos, 0.25);
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
+ shadow += pcfShadow(shadowMap3, lpos, 0.25)*w;
+ weight += w;
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
}
- else if (spos.z < -shadow_clip.y)
+
+ if (spos.z < near_split.y && spos.z > far_split.z)
{
lpos = shadow_matrix[2]*spos;
lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap2, lpos, 0.5);
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
+ w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
+ shadow += pcfShadow(shadowMap2, lpos, 0.75)*w;
+ weight += w;
}
- else if (spos.z < -shadow_clip.x)
+
+ if (spos.z < near_split.x && spos.z > far_split.y)
{
lpos = shadow_matrix[1]*spos;
lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap1, lpos, 0.75);
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
+ w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
+ shadow += pcfShadow(shadowMap1, lpos, 0.75)*w;
+ weight += w;
}
- else
+
+ if (spos.z > far_split.x)
{
lpos = shadow_matrix[0]*spos;
lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap0, lpos, 1.0);
+
+ float w = 1.0;
+ w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
+
+ shadow += pcfShadow(shadowMap0, lpos, 1.0)*w;
+ weight += w;
}
+
+ shadow /= weight;
+
// take the most-shadowed value out of these two:
// * the blurred sun shadow in the light (shadow) map
// * an unblurred dot product between the sun and this norm
@@ -259,19 +291,19 @@ void main()
shadow = 1.0;
}
- gl_FragColor[0] = shadow;
- gl_FragColor[1] = calcAmbientOcclusion(pos, norm);
+ frag_color[0] = shadow;
+ frag_color[1] = calcAmbientOcclusion(pos, norm);
spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0);
//spotlight shadow 1
vec4 lpos = shadow_matrix[4]*spos;
- gl_FragColor[2] = pcfShadow(shadowMap4, lpos, 0.8);
+ frag_color[2] = pcfShadow(shadowMap4, lpos, 0.8);
//spotlight shadow 2
lpos = shadow_matrix[5]*spos;
- gl_FragColor[3] = pcfShadow(shadowMap5, lpos, 0.8);
+ frag_color[3] = pcfShadow(shadowMap5, lpos, 0.8);
- //gl_FragColor.rgb = pos.xyz;
- //gl_FragColor.b = shadow;
+ //frag_color.rgb = pos.xyz;
+ //frag_color.b = shadow;
}