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