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1 | attribute vec3 tangent; |
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2 | |
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3 | uniform mat4 world; |
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4 | uniform mat4 worldViewProj; |
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5 | uniform mat4 texViewProj; |
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6 | uniform vec4 lightPosition; // object space |
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7 | uniform vec4 shadowDepthRange; |
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8 | |
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9 | varying vec3 tangentLightDir; |
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10 | |
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11 | |
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12 | void main() |
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13 | { |
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14 | gl_Position = ftransform(); |
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15 | |
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16 | vec4 worldPos = world * gl_Vertex; |
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17 | |
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18 | // Get object space light direction |
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19 | vec3 lightDir = normalize(lightPosition.xyz - (gl_Vertex.xyz * lightPosition.w)); |
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20 | |
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21 | // calculate shadow map coords |
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22 | gl_TexCoord[0] = texViewProj * worldPos; |
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23 | #if LINEAR_RANGE |
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24 | // adjust by fixed depth bias, rescale into range |
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25 | gl_TexCoord[0].z = (gl_TexCoord[0].z - shadowDepthRange.x) * shadowDepthRange.w; |
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26 | #endif |
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27 | |
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28 | // pass the main uvs straight through unchanged |
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29 | gl_TexCoord[1] = gl_MultiTexCoord0; |
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30 | |
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31 | // Calculate the binormal (NB we assume both normal and tangent are |
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32 | // already normalised) |
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33 | vec3 binormal = cross(gl_Normal, tangent); |
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34 | |
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35 | // Form a rotation matrix out of the vectors |
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36 | mat3 rotation = mat3(tangent, binormal, gl_Normal); |
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37 | |
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38 | // Transform the light vector according to this matrix |
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39 | tangentLightDir = normalize(rotation * lightDir); |
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40 | |
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41 | } |
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42 | |
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