123456789101112131415161718192021222324252627282930313233343536373839404142 |
- //this file is autogenerated using stringify.bat (premake --stringify) in the build folder of this project
- static const char* useShadowMapInstancingFragmentShader= \
- "#version 330 core\n"
- "//precision highp float;\n"
- "in Fragment\n"
- "{\n"
- " vec4 color;\n"
- "} fragment;\n"
- "in Vert\n"
- "{\n"
- " vec2 texcoord;\n"
- "} vert;\n"
- "uniform sampler2D Diffuse;\n"
- "uniform sampler2DShadow shadowMap;\n"
- "in vec3 lightDir,normal,ambient;\n"
- "in vec4 ShadowCoord;\n"
- "out vec4 color;\n"
- "void main(void)\n"
- "{\n"
- " vec4 texel = fragment.color*texture(Diffuse,vert.texcoord);\n"
- " vec3 ct,cf;\n"
- " float intensity,at,af;\n"
- " \n"
- " intensity = 0.5+0.5*clamp( dot( normalize(normal),lightDir ), -1,1 );\n"
- " \n"
- " af = 1.0;\n"
- " \n"
- " ct = texel.rgb;\n"
- " at = texel.a;\n"
- " \n"
- " //float bias = 0.005f;\n"
- " \n"
- " \n"
- " float visibility = texture(shadowMap, vec3(ShadowCoord.xy,(ShadowCoord.z)/ShadowCoord.w));\n"
- " \n"
- " intensity = 0.7*intensity + 0.3*intensity*visibility;\n"
- " \n"
- " cf = intensity*(vec3(1.0,1.0,1.0)-ambient)+ambient;\n"
- " \n"
- " color = vec4(ct * cf, fragment.color.w);\n"
- "}\n"
- ;
|