// Only display shadow @export ecgl.displayShadow.vertex @import ecgl.common.transformUniforms @import ecgl.common.uv.header @import ecgl.common.attributes varying vec3 v_WorldPosition; varying vec3 v_Normal; void main() { @import ecgl.common.uv.main v_Normal = normalize((worldInverseTranspose * vec4(normal, 0.0)).xyz); v_WorldPosition = (world * vec4(position, 1.0)).xyz; gl_Position = worldViewProjection * vec4(position, 1.0); } @end @export ecgl.displayShadow.fragment @import ecgl.common.uv.fragmentHeader varying vec3 v_Normal; varying vec3 v_WorldPosition; // For reflection. uniform float roughness: 0.2; #ifdef DIRECTIONAL_LIGHT_COUNT @import clay.header.directional_light #endif @import ecgl.common.ssaoMap.header @import clay.plugin.compute_shadow_map void main() { float shadow = 1.0; @import ecgl.common.ssaoMap.main #if defined(DIRECTIONAL_LIGHT_COUNT) && defined(DIRECTIONAL_LIGHT_SHADOWMAP_COUNT) float shadowContribsDir[DIRECTIONAL_LIGHT_COUNT]; if(shadowEnabled) { computeShadowOfDirectionalLights(v_WorldPosition, shadowContribsDir); } for (int i = 0; i < DIRECTIONAL_LIGHT_COUNT; i++) { shadow = min(shadow, shadowContribsDir[i] * 0.5 + 0.5); } #endif shadow *= 0.5 + ao * 0.5; shadow = clamp(shadow, 0.0, 1.0); gl_FragColor = vec4(vec3(0.0), 1.0 - shadow); } @end