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//
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// volumetric_fog_osx.vsh
// Kraken Engine
//
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// Copyright 2025 Kearwood Gilbert. All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without modification, are
// permitted provided that the following conditions are met:
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//
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// 1. Redistributions of source code must retain the above copyright notice, this list of
// conditions and the following disclaimer.
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//
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// 2. Redistributions in binary form must reproduce the above copyright notice, this list
// of conditions and the following disclaimer in the documentation and/or other materials
// provided with the distribution.
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//
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// THIS SOFTWARE IS PROVIDED BY KEARWOOD GILBERT ''AS IS'' AND ANY EXPRESS OR IMPLIED
// WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
// FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL KEARWOOD GILBERT OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
// ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
// NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
// ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// The views and conclusions contained in the software and documentation are those of the
// authors and should not be interpreted as representing official policies, either expressed
// or implied, of Kearwood Gilbert.
//
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in highp vec4 vertex_position ;
uniform highp mat4 inv_mvp_matrix ;
uniform highp vec2 slice_depth_scale ; // First component is the depth for the nearest plane, in view space. Second component is the distance between planes, in view space
uniform highp mat4 shadow_mvp1 ;
out mediump vec4 shadowMapCoord1 ;
uniform highp mat4 projection_matrix ;
void main ( )
{
highp vec4 d = projection_matrix * vec4 ( 0.0 , 0.0 , slice_depth_scale . x + vertex_position . z * slice_depth_scale . y , 1.0 ) ;
d /= d . w ;
gl_Position = vec4 ( vertex_position . x , vertex_position . y , d . z , 1.0 ) ;
shadowMapCoord1 = inv_mvp_matrix * gl_Position ;
shadowMapCoord1 /= shadowMapCoord1 . w ;
shadowMapCoord1 . w = 1.0 ;
shadowMapCoord1 = shadow_mvp1 * shadowMapCoord1 ;
}