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// 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);
}
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