rendered paste bodyfloat4 PixelShader(PixelShaderInput input) : COLOR
{
float2 ProjectedTexCoords;
ProjectedTexCoords[0] = input.ShadowMapPos.x / input.ShadowMapPos.w / 2.0f + 0.5f;
ProjectedTexCoords[1] = -input.ShadowMapPos.y / input.ShadowMapPos.w / 2.0f + 0.5f;
float4 ColorComponent = tex2D(ModelTextureSampler, input.TexCoords);
float DiffuseLightingFactor = DotProduct(xLightPos, input.Position3D, input.Normal);
float4 result = {0,0,0,0};
if ((saturate(ProjectedTexCoords.x) == ProjectedTexCoords.x) && (saturate(ProjectedTexCoords.y) == ProjectedTexCoords.y))
{
float len = input.RealDistance.x;
float4 moments = tex2D(ShadowMapSampler, ProjectedTexCoords);
float E_x2 = moments.y;
float Ex_2 = moments.x * moments.x;
float variance = min(max(E_x2 - Ex_2, 0.0) + 0.00003f, 1.0);
float m_d = (moments.x - len);
float p = variance / (variance + m_d * m_d);
float shadow = p;//max(step(len, moments.x), p);
result = ColorComponent * DiffuseLightingFactor * xLightPower * shadow;
}
else
result = ColorComponent * DiffuseLightingFactor * xLightPower; //Lo que está fuera de la visión de la luz
return result;
}