Implemented OSX preamble and automatic selection of OSX shader versions. Updated FBX import process so that it does not KRBundle the final output, but rather keeps each kind of asset bundled together in groups at the top level.
51 lines
2.3 KiB
GLSL
51 lines
2.3 KiB
GLSL
// 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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