#version 130 precision highp float; in vec3 lightVector; void main() { // Plain shadow maps //gl_FragColor = vec4(length(lightVector) + 0.003); // Variance shadow maps float d = length(lightVector); float d2 = d * d; // No bias necessary, acne is taken care of by clamping // in the lighting shader. //float dx = dFdx(d); //float dy = dFdy(d); //d2 += 0.25 * (dx * dx + dy * dy); gl_FragColor = vec4(d, d, d2, d2); }