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-rw-r--r--src/datavis3d/engine/shaders/vertexShadow9
1 files changed, 7 insertions, 2 deletions
diff --git a/src/datavis3d/engine/shaders/vertexShadow b/src/datavis3d/engine/shaders/vertexShadow
index 04923f1a..24184376 100644
--- a/src/datavis3d/engine/shaders/vertexShadow
+++ b/src/datavis3d/engine/shaders/vertexShadow
@@ -7,7 +7,7 @@ uniform highp mat4 V;
uniform highp mat4 M;
uniform highp mat4 itM;
uniform highp vec3 lightPosition_wrld; // this is for inverted light direction, not position (we are just reusing uniform)
-uniform highp mat4 depthBiasMVP;
+uniform highp mat4 depthMVP;
varying highp vec2 UV;
varying highp vec3 position_wrld;
@@ -16,9 +16,14 @@ varying highp vec3 eyeDirection_cmr;
varying highp vec3 lightDirection_cmr;
varying highp vec4 shadowCoord;
+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);
- shadowCoord = depthBiasMVP * vec4(vertexPosition_mdl, 1.0);
+ 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;