summaryrefslogtreecommitdiffstats
path: root/src/datavis3d/engine/shaders/vertexShadow
diff options
context:
space:
mode:
authorHeikkinen Miikka <miikka.heikkinen@digia.com>2013-05-17 12:21:40 +0300
committerTomi Korpipää <tomi.korpipaa@digia.com>2013-05-17 12:37:26 +0300
commit3dafad59b97532e8e68c0b7abca796f3a9527a6e (patch)
tree6dcb5bf6edc5aee39490b35db11202a20929d858 /src/datavis3d/engine/shaders/vertexShadow
parent5963d52c1923cf2468c1fa4738e04a175196cc7d (diff)
Added datavis3d back under src
Change-Id: I209e8b3228b2ce0085c897db6fb2ea78e93afa67 Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
Diffstat (limited to 'src/datavis3d/engine/shaders/vertexShadow')
-rw-r--r--src/datavis3d/engine/shaders/vertexShadow37
1 files changed, 37 insertions, 0 deletions
diff --git a/src/datavis3d/engine/shaders/vertexShadow b/src/datavis3d/engine/shaders/vertexShadow
new file mode 100644
index 00000000..e29a8a30
--- /dev/null
+++ b/src/datavis3d/engine/shaders/vertexShadow
@@ -0,0 +1,37 @@
+#version 120
+
+uniform highp mat4 MVP;
+uniform highp mat4 V;
+uniform highp mat4 M;
+uniform highp mat4 itM;
+uniform highp mat4 depthMVP;
+uniform highp vec3 lightPosition_wrld;
+
+attribute highp vec3 vertexPosition_mdl;
+attribute highp vec3 vertexNormal_mdl;
+attribute highp vec2 vertexUV;
+
+varying highp vec2 UV;
+varying highp vec3 position_wrld;
+varying highp vec3 normal_cmr;
+varying highp vec3 eyeDirection_cmr;
+varying highp vec3 lightDirection_cmr;
+varying highp vec4 shadowCoord;
+varying highp vec2 coords_mdl;
+
+const highp mat4 bias = 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);
+
+void main() {
+ gl_Position = MVP * vec4(vertexPosition_mdl, 1.0);
+ coords_mdl = vertexPosition_mdl.xy;
+ shadowCoord = bias * depthMVP * vec4(vertexPosition_mdl, 1.0);
+ position_wrld = (M * vec4(vertexPosition_mdl, 1.0)).xyz;
+ vec3 vertexPosition_cmr = (V * M * vec4(vertexPosition_mdl, 1.0)).xyz;
+ eyeDirection_cmr = vec3(0.0, 0.0, 0.0) - vertexPosition_cmr;
+ lightDirection_cmr = (V * vec4(lightPosition_wrld, 0.0)).xyz;
+ normal_cmr = (V * itM * vec4(vertexNormal_mdl, 0.0)).xyz;
+ UV = vertexUV;
+}