unshadowShader.frag 327 B

123456789101112
  1. uniform sampler2D penumbraTexture;
  2. uniform float lightBrightness;
  3. uniform float darkBrightness;
  4. void main() {
  5. float penumbra = texture2D(penumbraTexture, gl_TexCoord[0].xy).x;
  6. float shadow = (lightBrightness - darkBrightness) * penumbra + darkBrightness;
  7. gl_FragColor = vec4(vec3(1.0 - shadow), 1.0);
  8. }