+#version 330 core\r
+\r
+layout (location = 0) in vec3 pos;\r
+layout (location = 1) in vec3 normal;\r
+\r
+out vec3 FragPos;\r
+out vec3 LocalPos;\r
+out vec3 Backside;\r
+out float BacksideIrradiance;\r
+out vec3 Normal;\r
+\r
+uniform sampler2D shadowmapTexture;\r
+uniform vec3 lightPos;\r
+uniform vec2 samplePositions[13];\r
+uniform vec3 sampleWeights[13];\r
+uniform int screenWidth;\r
+uniform int screenHeight;\r
+\r
+uniform mat4 model;\r
+uniform mat4 view;\r
+uniform mat4 lightView;\r
+uniform mat4 lightViewInv;\r
+uniform mat4 projection;\r
+uniform mat4 lightProjection;\r
+\r
+vec4 blur(sampler2D tex, vec2 uv, vec2 res) {\r
+ float Pi = 6.28318530718; // Pi*2\r
+ \r
+ // GAUSSIAN BLUR SETTINGS {{{\r
+ float Directions = 16.0; // BLUR DIRECTIONS (Default 16.0 - More is better but slower)\r
+ float Quality = 4.0; // BLUR QUALITY (Default 4.0 - More is better but slower)\r
+ float Size = 8.0; // BLUR SIZE (Radius)\r
+ // GAUSSIAN BLUR SETTINGS }}}\r
+ \r
+ vec2 Radius = Size/res;\r
+ \r
+ // Pixel colour\r
+ vec4 Color = texture(tex, uv);\r
+ \r
+ // Blur calculations\r
+ for( float d=0.0; d<Pi; d+=Pi/Directions) {\r
+ for(float i=1.0/Quality; i<=1.0; i+=1.0/Quality) {\r
+ Color += texture( tex, uv+vec2(cos(d),sin(d))*Radius*i); \r
+ }\r
+ }\r
+ \r
+ // Output to screen\r
+ Color /= Quality * Directions - 15.0;\r
+ return Color;\r
+}\r
+\r
+void main()\r
+{\r
+ gl_Position = projection * view * model * vec4(pos, 1.0);\r
+ FragPos = vec3(model * vec4(pos, 1));\r
+ LocalPos = pos;\r
+ Normal = normal;\r
+ \r
+ vec4 lightSpace = lightProjection * lightView * model * vec4(pos, 1.0);\r
+ lightSpace = lightSpace / lightSpace.w;\r
+ vec2 shadowmapCoords = lightSpace.xy;\r
+ shadowmapCoords = vec2(\r
+ (shadowmapCoords.x * 0.99 + 1) / 2,\r
+ (shadowmapCoords.y * 0.99 + 1) / 2\r
+ );\r
+\r
+\r
+ // blur\r
+ vec4 t = texture(shadowmapTexture, shadowmapCoords);\r
+ //vec4 t = blur(shadowmapTexture, shadowmapCoords, vec2(screenWidth, screenHeight));\r
+\r
+ BacksideIrradiance = t.r + t.g*10 + t.b*100;\r
+ \r
+ vec3 lightDir = (vec3(0, 0, 0) - lightPos);\r
+ Backside = (lightPos + (lightDir * BacksideIrradiance));\r
+ //Backside = texture(shadowmapTexture, shadowmapCoords).xyz*10;\r
+}\r