Last change
on this file since 12319 was
12115,
checked in by wiesep, 6 years ago
|
Changed folder structure, deletet some unused files and cleaned up code
|
File size:
988 bytes
|
Rev | Line | |
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[12115] | 1 | #version 120 |
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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 | |
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| 8 | attribute vec4 vertex; |
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| 9 | attribute vec3 normal; |
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| 10 | attribute vec3 tangent; |
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| 11 | attribute vec4 uv0; |
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| 12 | |
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| 13 | varying vec3 tangentLightDir; |
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| 14 | varying vec4 oUv; |
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| 15 | varying vec2 oUv2; |
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| 16 | |
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| 17 | void main() |
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| 18 | { |
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| 19 | vec4 worldPos = world * vertex; |
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| 20 | |
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| 21 | // Get object space light direction |
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| 22 | vec3 lightDir = normalize(lightPosition.xyz - (vertex.xyz * lightPosition.w)); |
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| 23 | |
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| 24 | // calculate shadow map coords |
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| 25 | oUv = texViewProj * worldPos; |
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| 26 | |
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| 27 | // pass the main uvs straight through unchanged |
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| 28 | oUv2 = uv0.xy; |
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| 29 | |
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| 30 | // Calculate the binormal (NB we assume both normal and tangent are |
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| 31 | // already normalised) |
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| 32 | vec3 binormal = cross(normal, tangent); |
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| 33 | |
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| 34 | // Form a rotation matrix out of the vectors |
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| 35 | mat3 rotation = mat3(tangent, binormal, normal); |
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| 36 | |
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| 37 | // Transform the light vector according to this matrix |
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| 38 | tangentLightDir = normalize(rotation * lightDir); |
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| 39 | |
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| 40 | gl_Position = worldViewProj * vertex; |
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| 41 | } |
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| 42 | |
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