1uniform mat4 mvpl;
2uniform sampler2DShadow shadowMap;
3uniform float shadowIntensity; // 1.0 black, 0, transparent
4varying vec4 pPos;
5
6void main(){
7    vec4 shadowCoord = mvpl * pPos;
8    //shadow2DProj fa automaticamente la divisione prospettica..al momento siamo in ortografica e nn serve
9    shadowCoord.xyz = shadowCoord.xyz * 0.5 + 0.5;
10    float sh = shadow2D(shadowMap, shadowCoord.xyz).x;
11    if (sh > 0.1) discard;
12
13    gl_FragColor = vec4(vec3(sh), (shadowIntensity-sh));
14}
15