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kraken/KREngine/KREngine/Shaders/ShadowShader.vsh

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#define SHADOW_BIAS 0.01
attribute highp vec3 myVertex;
/*
attribute mediump vec2 myUV;
varying mediump vec2 texCoord;
*/
uniform highp mat4 myShadowMVPMatrix1; // Shadowmvpmatrix is the result of multiplying the model, view, and projection matrices
void main()
{
// Transform position
/*
position = myShadowMVPMatrix1 * vec4(myVertex,1.0);
*/
gl_Position = myShadowMVPMatrix1 * vec4(myVertex,1.0);
gl_Position.z += SHADOW_BIAS;
/*
// Pass UV co-ordinates
texCoord = myUV.st;
*/
}