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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] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
}
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