Here's a screenshot demonstrating it:
I've checked my farBound values and they all seem correct. So I'm guessing gl_FragCoord.z doesn't do its job or maybe I'm using it wrong (I'm using it as in the nvidia code though).
I always end up in the first if, judging from the color
Here's the shadow part of my fragment shader:
vec4 getShadow()
{
vec4 sm_coord_c = texmat_3*vecPos;
float shadow = texture2D(smap_3, sm_coord_c.xy).x;
float s = (shadow < sm_coord_c.z) ? 0.0 : 1.0;
vec4 shadow_c = vec4(1.0, 1.0, 1.0, 1.0) * s;
if(gl_FragCoord.z < vecFarbound.x)
{
vec4 sm_coord_c = texmat_0*vecPos;
float shadow = texture2D(smap_0, sm_coord_c.xy).x;
float s = (shadow < sm_coord_c.z) ? 0.0 : 1.0;
shadow_c = vec4(0.7, 0.7, 1.0, 1.0) * s;
}
else if(gl_FragCoord.z < vecFarbound.y)
{
vec4 sm_coord_c = texmat_1*vecPos;
float shadow = texture2D(smap_1, sm_coord_c.xy).x;
float s = (shadow < sm_coord_c.z) ? 0.0 : 1.0;
shadow_c = vec4(0.7, 1.0, 0.7, 1.0) * s;
}
else if(gl_FragCoord.z < vecFarbound.z)
{
vec4 sm_coord_c = texmat_2*vecPos;
float shadow = texture2D(smap_2, sm_coord_c.xy).x;
float s = (shadow < sm_coord_c.z) ? 0.0 : 1.0;
shadow_c = vec4(1.0, 0.7, 0.7, 1.0) * s;
}
return shadow_c;
}
vertex shader:
varying vec3 vecLight;
varying vec3 vecEye;
varying vec3 vecNormal;
varying vec4 vecPos;
varying vec4 fragCoord;
void main(void)
{
vecPos = gl_Vertex;
vecNormal = normalize(gl_NormalMatrix * gl_Normal);
vecLight = normalize(gl_LightSource[0].position.xyz);
vecEye = normalize(-vecPos.xyz);
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = ftransform();
}
And here my farbound calculation (as in the nvidia sample for csm, it prints out very similar numbers):
farBound = 0.5f*(-frustumArray.zFar*camProj[10] + camProj[14])/frustumArray.zFar + 0.5f;
Any ideas?