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uniform mat4 LightMVP; // world matrix
uniform vec4 CameraPos;
varying vec4 tPos;
#ifdef COLORED_SHADOWS
varying vec3 varColor;
#endif
uniform float xyPerspectiveBias0;
uniform float xyPerspectiveBias1;
uniform float zPerspectiveBias;
vec4 getPerspectiveFactor(in vec4 shadowPosition)
{
vec2 s = vec2(shadowPosition.x > CameraPos.x ? 1.0 : -1.0, shadowPosition.y > CameraPos.y ? 1.0 : -1.0);
vec2 l = s * (shadowPosition.xy - CameraPos.xy) / (1.0 - s * CameraPos.xy);
float pDistance = length(l);
float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
l /= pFactor;
shadowPosition.xy = CameraPos.xy * (1.0 - l) + s * l;
shadowPosition.z *= zPerspectiveBias;
return shadowPosition;
}
void main()
{
vec4 pos = LightMVP * gl_Vertex;
tPos = getPerspectiveFactor(LightMVP * gl_Vertex);
gl_Position = vec4(tPos.xyz, 1.0);
gl_TexCoord[0].st = gl_MultiTexCoord0.st;
#ifdef COLORED_SHADOWS
varColor = gl_Color.rgb;
#endif
}
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