1 | #version 150 |
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2 | /* Copyright Torus Knot Software Ltd 2000-2014 |
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3 | |
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4 | Permission is hereby granted, free of charge, to any person obtaining a copy |
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5 | of this software and associated documentation files (the "Software"), to deal |
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6 | in the Software without restriction, including without limitation the rights |
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7 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
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8 | copies of the Software, and to permit persons to whom the Software is |
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9 | furnished to do so, subject to the following conditions: |
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10 | |
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11 | The above copyright notice and this permission notice shall be included in |
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12 | all copies or substantial portions of the Software. |
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13 | |
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14 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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15 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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16 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
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17 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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18 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
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19 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN |
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20 | THE SOFTWARE. |
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21 | */ |
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22 | |
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23 | #define BIAS 0 |
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24 | |
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25 | in vec4 position; |
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26 | in vec3 normal; |
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27 | in vec4 uv0; |
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28 | |
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29 | uniform mat4 worldViewProj; |
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30 | uniform vec4 lightPosition; |
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31 | uniform vec3 lightDiffuse; |
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32 | #if FOG |
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33 | uniform vec2 fogParams; // x = fog start, y = fog distance |
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34 | #endif |
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35 | |
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36 | #if DEPTH_SHADOWCASTER |
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37 | uniform vec4 depthRange; // x = min, y = max, z = range, w = 1/range |
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38 | out float depth; |
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39 | #endif |
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40 | |
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41 | #if DEPTH_SHADOWRECEIVER |
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42 | uniform vec4 depthRange0; // x = min, y = max, z = range, w = 1/range |
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43 | uniform vec4 depthRange1; // x = min, y = max, z = range, w = 1/range |
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44 | uniform vec4 depthRange2; // x = min, y = max, z = range, w = 1/range |
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45 | uniform mat4 texWorldViewProjMatrix0; |
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46 | uniform mat4 texWorldViewProjMatrix1; |
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47 | uniform mat4 texWorldViewProjMatrix2; |
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48 | out vec4 lightSpacePos0; |
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49 | out vec4 lightSpacePos1; |
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50 | out vec4 lightSpacePos2; |
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51 | #endif |
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52 | |
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53 | #if !SHADOWCASTER |
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54 | out vec3 col; |
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55 | #endif |
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56 | |
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57 | out vec3 diffuseUV; |
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58 | |
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59 | void main() |
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60 | { |
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61 | // project position to the screen |
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62 | gl_Position = worldViewProj * position; |
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63 | |
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64 | #if !SHADOWCASTER |
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65 | // Get object space light direction |
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66 | vec3 lightDir = normalize(lightPosition.xyz - (position.xyz * lightPosition.w).xyz); |
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67 | col = lightDiffuse.xyz * max(dot(lightDir, normal.xyz), 0.0); |
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68 | # if FOG |
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69 | diffuseUV.z = linearFog(gl_Position.z, fogParams.x, fogParams.y); |
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70 | # endif |
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71 | |
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72 | #endif |
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73 | |
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74 | // pass through other texcoords exactly as they were received |
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75 | diffuseUV.xy = uv0.xy; |
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76 | |
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77 | #if DEPTH_SHADOWCASTER |
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78 | depth = (BIAS + gl_Position.z - depthRange.x) * depthRange.w; |
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79 | #endif |
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80 | |
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81 | #if DEPTH_SHADOWRECEIVER |
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82 | // Calculate the position of vertex in light space |
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83 | lightSpacePos0 = texWorldViewProjMatrix0 * position; |
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84 | lightSpacePos1 = texWorldViewProjMatrix1 * position; |
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85 | lightSpacePos2 = texWorldViewProjMatrix2 * position; |
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86 | |
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87 | // make linear |
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88 | lightSpacePos0.z = (lightSpacePos0.z - depthRange0.x) * depthRange0.w; |
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89 | lightSpacePos1.z = (lightSpacePos1.z - depthRange1.x) * depthRange1.w; |
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90 | lightSpacePos2.z = (lightSpacePos2.z - depthRange2.x) * depthRange2.w; |
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91 | |
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92 | // pass cam depth |
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93 | diffuseUV.z = gl_Position.z; |
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94 | #endif |
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95 | } |
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