// Copyright 2012 Kearwood Gilbert. All rights reserved. // // Redistribution and use in source and binary forms, with or without modification, are // permitted provided that the following conditions are met: // // 1. Redistributions of source code must retain the above copyright notice, this list of // conditions and the following disclaimer. // // 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. // // 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. // // 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. // attribute 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; varying 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; }