float4 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; }