diff options
Diffstat (limited to 'src/engine/shaders/vertexShadow')
-rw-r--r-- | src/engine/shaders/vertexShadow | 34 |
1 files changed, 34 insertions, 0 deletions
diff --git a/src/engine/shaders/vertexShadow b/src/engine/shaders/vertexShadow new file mode 100644 index 00000000..24184376 --- /dev/null +++ b/src/engine/shaders/vertexShadow @@ -0,0 +1,34 @@ +attribute highp vec3 vertexPosition_mdl; +attribute highp vec2 vertexUV; +attribute highp vec3 vertexNormal_mdl; + +uniform highp mat4 MVP; +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 depthMVP; + +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; + +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 = 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; // Use modelMatrix's transposed inverse, as it's scaled + //normal_cmr = (V * M * vec4(vertexNormal_mdl, 0.0)).xyz; // Use modelMatrix's transposed inverse, as it's scaled + UV = vertexUV; +} |