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source: data/branches/Shader_HS18/programs/GLSL120/InstancingMisc.vert

Last change on this file was 12115, checked in by wiesep, 6 years ago

Changed folder structure, deletet some unused files and cleaned up code

File size: 1.5 KB
Line 
1//---------------------------------------------------------------------------
2//These materials/shaders are part of the NEW InstanceManager implementation
3//Written by Matias N. Goldberg ("dark_sylinc")
4//---------------------------------------------------------------------------
5#version 120
6
7//Vertex input
8attribute vec4 vertex;
9attribute vec3 normal;
10attribute vec3 tangent;
11attribute vec4 uv0;
12attribute vec4 blendIndices;
13attribute vec4 blendWeights;
14
15//Parameters
16uniform mat4 viewProjMatrix;
17uniform mat4 worldMatrix;
18
19#if (DEPTH_SHADOWCASTER || DEPTH_SHADOWRECEIVER)
20uniform vec4 depthRange;
21#endif
22
23#if DEPTH_SHADOWRECEIVER
24uniform mat4 texViewProjMatrix;
25#endif
26
27//Output
28#if DEPTH_SHADOWCASTER
29        varying vec2 depth;
30#else
31        varying vec2 _uv0;
32        varying vec3 oNormal;
33        varying vec3 oVPos;
34        #if DEPTH_SHADOWRECEIVER
35                varying vec4 oLightSpacePos;
36        #endif
37#endif
38//---------------------------------------------
39//Main Vertex Shader
40//---------------------------------------------
41void main(void)
42{
43        vec4 worldPos           = vertex * worldMatrix;
44        vec3 worldNorm          = normal * mat3(worldMatrix);
45
46        //Transform the position
47        gl_Position                     = viewProjMatrix * worldPos;
48       
49#if DEPTH_SHADOWCASTER
50        depth.x                         = (gl_Position.z - depthRange.x) * depthRange.w;
51        depth.y                         = depthRange.w;
52#else
53        _uv0            = uv0.xy;
54        oNormal         = worldNorm;
55        oVPos           = worldPos.xyz;
56
57        #if DEPTH_SHADOWRECEIVER
58                oLightSpacePos          = texViewProjMatrix * worldPos;
59                oLightSpacePos.z        = (oLightSpacePos.z - depthRange.x) * depthRange.w;
60        #endif
61#endif
62}
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