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1 | uniform mat4 world; |
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2 | uniform mat4 worldIT; |
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3 | uniform mat4 worldViewProj; |
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4 | uniform mat4 texViewProj; |
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5 | uniform vec4 lightPosition; |
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6 | uniform vec4 lightColour; |
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7 | uniform vec4 shadowDepthRange; |
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8 | |
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9 | |
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10 | void main() |
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11 | { |
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12 | gl_Position = ftransform(); |
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13 | |
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14 | vec4 worldPos = world * gl_Vertex; |
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15 | |
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16 | vec3 worldNorm = (worldIT * vec4(gl_Normal, 1)).xyz; |
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17 | |
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18 | // calculate lighting (simple vertex lighting) |
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19 | vec3 lightDir = normalize( |
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20 | lightPosition.xyz - (worldPos.xyz * lightPosition.w)); |
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21 | |
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22 | gl_FrontColor = lightColour * max(dot(lightDir, worldNorm), 0.0); |
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23 | |
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24 | // calculate shadow map coords |
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25 | gl_TexCoord[0] = texViewProj * worldPos; |
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26 | #if LINEAR_RANGE |
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27 | // adjust by fixed depth bias, rescale into range |
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28 | gl_TexCoord[0].z = (gl_TexCoord[0].z - shadowDepthRange.x) * shadowDepthRange.w; |
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29 | #endif |
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30 | |
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31 | } |
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32 | |
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