// Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause #version 150 core in vec3 vertexPosition; in vec3 vertexNormal; out vec4 positionInLightSpace; out vec3 position; out vec3 normal; uniform mat4 lightViewProjection; uniform mat4 modelMatrix; uniform mat4 modelView; uniform mat3 modelViewNormal; uniform mat4 mvp; void main() { // positionInLightSpace = lightViewProjection * modelMatrix * vec4(vertexPosition, 1.0); const mat4 shadowMatrix = mat4(0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0); positionInLightSpace = shadowMatrix * lightViewProjection * modelMatrix * vec4(vertexPosition, 1.0); normal = normalize(modelViewNormal * vertexNormal); position = vec3(modelView * vec4(vertexPosition, 1.0)); gl_Position = mvp * vec4(vertexPosition, 1.0); }