let shadowDepthTextureSize : f32 = 1024.0; struct Scene { lightViewProjMatrix : mat4x4, cameraViewProjMatrix : mat4x4, lightPos : vec3, } @group(0) @binding(0) var scene : Scene; @group(0) @binding(1) var shadowMap : texture_depth_2d; @group(0) @binding(2) var shadowSampler : sampler_comparison; struct FragmentInput { @location(0) shadowPos : vec3, @location(1) fragPos : vec3, @location(2) fragNorm : vec3, } let albedo : vec3 = vec3(0.899999976, 0.899999976, 0.899999976); let ambientFactor : f32 = 0.200000003; @fragment fn main(input : FragmentInput) -> @location(0) vec4 { var visibility : f32 = 0.0; let oneOverShadowDepthTextureSize = (1.0 / shadowDepthTextureSize); for(var y : i32 = -1; (y <= 1); y = (y + 1)) { for(var x : i32 = -1; (x <= 1); x = (x + 1)) { let offset : vec2 = vec2((f32(x) * oneOverShadowDepthTextureSize), (f32(y) * oneOverShadowDepthTextureSize)); visibility = (visibility + textureSampleCompare(shadowMap, shadowSampler, (input.shadowPos.xy + offset), (input.shadowPos.z - 0.007))); } } visibility = (visibility / 9.0); let lambertFactor : f32 = max(dot(normalize((scene.lightPos - input.fragPos)), input.fragNorm), 0.0); let lightingFactor : f32 = min((ambientFactor + (visibility * lambertFactor)), 1.0); return vec4((lightingFactor * albedo), 1.0); }