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-rw-r--r--src/datavisualization/engine/shaders/surfaceShadowFlat.vert15
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;
}