diff options
Diffstat (limited to 'src/datavisualization/engine/shaders/surfaceShadowFlat.vert')
-rw-r--r-- | src/datavisualization/engine/shaders/surfaceShadowFlat.vert | 15 |
1 files changed, 7 insertions, 8 deletions
diff --git a/src/datavisualization/engine/shaders/surfaceShadowFlat.vert b/src/datavisualization/engine/shaders/surfaceShadowFlat.vert index d80e062e..98fdde3f 100644 --- a/src/datavisualization/engine/shaders/surfaceShadowFlat.vert +++ b/src/datavisualization/engine/shaders/surfaceShadowFlat.vert @@ -2,10 +2,6 @@ #extension GL_EXT_gpu_shader4 : require -attribute highp vec3 vertexPosition_mdl; -attribute highp vec3 vertexNormal_mdl; -attribute highp vec2 vertexUV; - uniform highp mat4 MVP; uniform highp mat4 V; uniform highp mat4 M; @@ -13,13 +9,17 @@ 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; flat varying highp vec3 normal_cmr; varying highp vec3 eyeDirection_cmr; varying highp vec3 lightDirection_cmr; varying highp vec4 shadowCoord; -varying highp vec3 coords_mdl; +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, @@ -28,13 +28,12 @@ const highp mat4 bias = mat4(0.5, 0.0, 0.0, 0.0, void main() { gl_Position = MVP * vec4(vertexPosition_mdl, 1.0); - coords_mdl = vertexPosition_mdl; + coords_mdl = vertexPosition_mdl.xy; shadowCoord = bias * depthMVP * vec4(vertexPosition_mdl, 1.0); position_wrld = vec4(M * vec4(vertexPosition_mdl, 1.0)).xyz; vec3 vertexPosition_cmr = vec4(V * M * vec4(vertexPosition_mdl, 1.0)).xyz; eyeDirection_cmr = vec3(0.0, 0.0, 0.0) - vertexPosition_cmr; - vec3 lightPosition_cmr = vec4(V * vec4(lightPosition_wrld, 1.0)).xyz; - lightDirection_cmr = lightPosition_cmr + eyeDirection_cmr; + lightDirection_cmr = vec4(V * vec4(lightPosition_wrld, 0.0)).xyz; normal_cmr = vec4(V * itM * vec4(vertexNormal_mdl, 0.0)).xyz; UV = vertexUV; } |