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++ #version 120
++
++ #extension GL_EXT_gpu_shader4 : require
++
++ varying highp vec2 coords_mdl;
++ varying highp vec3 position_wrld;
++ flat varying highp vec3 normal_cmr;
++ varying highp vec3 eyeDirection_cmr;
++ varying highp vec3 lightDirection_cmr;
++ varying highp vec2 UV;
++
++ uniform highp sampler2DShadow shadowMap;
++ uniform sampler2D textureSampler;
++ varying highp vec4 shadowCoord;
++ uniform highp vec3 lightPosition_wrld;
++ uniform highp float lightStrength;
++ uniform highp float ambientStrength;
++ uniform highp float shadowQuality;
++ uniform highp vec4 lightColor;
++
++ highp vec2 poissonDisk[16] = vec2[16](vec2(-0.94201624, -0.39906216),
++ vec2(0.94558609, -0.76890725),
++ vec2(-0.094184101, -0.92938870),
++ vec2(0.34495938, 0.29387760),
++ vec2(-0.91588581, 0.45771432),
++ vec2(-0.81544232, -0.87912464),
++ vec2(-0.38277543, 0.27676845),
++ vec2(0.97484398, 0.75648379),
++ vec2(0.44323325, -0.97511554),
++ vec2(0.53742981, -0.47373420),
++ vec2(-0.26496911, -0.41893023),
++ vec2(0.79197514, 0.19090188),
++ vec2(-0.24188840, 0.99706507),
++ vec2(-0.81409955, 0.91437590),
++ vec2(0.19984126, 0.78641367),
++ vec2(0.14383161, -0.14100790));
++
++ void main() {
++ highp vec3 materialDiffuseColor = texture2D(textureSampler, UV).xyz;
++ highp vec3 materialAmbientColor = lightColor.rgb * ambientStrength * materialDiffuseColor;
++ highp vec3 materialSpecularColor = lightColor.rgb;
++
++ highp vec3 n = normalize(normal_cmr);
++ highp vec3 l = normalize(lightDirection_cmr);
++ highp float cosTheta = clamp(dot(n, l), 0.0, 1.0);
++
++ highp vec3 E = normalize(eyeDirection_cmr);
++ highp vec3 R = reflect(-l, n);
++ highp float cosAlpha = clamp(dot(E, R), 0.0, 1.0);
++
++ highp float bias = 0.005 * tan(acos(cosTheta));
++ bias = clamp(bias, 0.001, 0.01);
++
++ vec4 shadCoords = shadowCoord;
++ shadCoords.z -= bias;
++
++ highp float visibility = 0.6;
++ for (int i = 0; i < 15; i++) {
++ vec4 shadCoordsPD = shadCoords;
++ shadCoordsPD.x += cos(poissonDisk[i].x) / shadowQuality;
++ shadCoordsPD.y += sin(poissonDisk[i].y) / shadowQuality;
++ visibility += 0.025 * shadow2DProj(shadowMap, shadCoordsPD).r;
++ }
++
++ gl_FragColor.rgb =
++ (materialAmbientColor +
++ materialDiffuseColor * lightStrength * cosTheta +
++ materialSpecularColor * lightStrength * pow(cosAlpha, 10));
++ gl_FragColor.a = 1.0;
++ gl_FragColor.rgb = visibility * clamp(gl_FragColor.rgb, 0.0, 1.0);
++ }
++