51 lines
2.3 KiB
V Shell
51 lines
2.3 KiB
V Shell
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// Copyright 2012 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
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// 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
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// 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
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// of conditions and the following disclaimer in the documentation and/or other materials
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// 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
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// WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
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// FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL KEARWOOD GILBERT OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
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// ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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// NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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// 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
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// authors and should not be interpreted as representing official policies, either expressed
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// or implied, of Kearwood Gilbert.
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//
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attribute highp vec4 vertex_position;
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uniform highp mat4 inv_mvp_matrix;
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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
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uniform highp mat4 shadow_mvp1;
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varying mediump vec4 shadowMapCoord1;
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uniform highp mat4 projection_matrix;
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void main()
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{
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highp vec4 d = projection_matrix * vec4(0.0, 0.0, slice_depth_scale.x + vertex_position.z * slice_depth_scale.y, 1.0);
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d /= d.w;
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gl_Position = vec4(vertex_position.x, vertex_position.y, d.z, 1.0);
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shadowMapCoord1 = inv_mvp_matrix * gl_Position;
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shadowMapCoord1 /= shadowMapCoord1.w;
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shadowMapCoord1.w = 1.0;
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shadowMapCoord1 = shadow_mvp1 * shadowMapCoord1;
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}
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