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authorLiso <anlismon@gmail.com>2021-06-06 18:51:21 +0200
committerGitHub <noreply@github.com>2021-06-06 18:51:21 +0200
commitc47313db65f968559711ac1b505ef341a9872017 (patch)
tree63d9b1b2be512918e2361d96e4fb52ff1ec3f9de /client/shaders/shadow_shaders/pass1_vertex.glsl
parent46f42e15c41cf4ab23c5ff4cd8a7d99d94d10d7b (diff)
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Shadow mapping render pass (#11244)
Co-authored-by: x2048 <codeforsmile@gmail.com>
Diffstat (limited to 'client/shaders/shadow_shaders/pass1_vertex.glsl')
-rw-r--r--client/shaders/shadow_shaders/pass1_vertex.glsl26
1 files changed, 26 insertions, 0 deletions
diff --git a/client/shaders/shadow_shaders/pass1_vertex.glsl b/client/shaders/shadow_shaders/pass1_vertex.glsl
new file mode 100644
index 000000000..a6d8b3db8
--- /dev/null
+++ b/client/shaders/shadow_shaders/pass1_vertex.glsl
@@ -0,0 +1,26 @@
+uniform mat4 LightMVP; // world matrix
+varying vec4 tPos;
+
+const float bias0 = 0.9;
+const float zPersFactor = 0.5;
+const float bias1 = 1.0 - bias0 + 1e-6;
+
+vec4 getPerspectiveFactor(in vec4 shadowPosition)
+{
+ float pDistance = length(shadowPosition.xy);
+ float pFactor = pDistance * bias0 + bias1;
+ shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPersFactor);
+
+ return shadowPosition;
+}
+
+
+void main()
+{
+ vec4 pos = LightMVP * gl_Vertex;
+
+ tPos = getPerspectiveFactor(pos);
+
+ gl_Position = vec4(tPos.xyz, 1.0);
+ gl_TexCoord[0].st = gl_MultiTexCoord0.st;
+}