Last change
on this file since 12216 was
12115,
checked in by wiesep, 6 years ago
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Changed folder structure, deletet some unused files and cleaned up code
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File size:
923 bytes
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Line | |
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1 | #version 150 |
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2 | |
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3 | uniform mat4 world; |
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4 | uniform mat4 worldIT; |
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5 | uniform mat4 worldViewProj; |
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6 | uniform mat4 texViewProj; |
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7 | uniform vec4 lightPosition; |
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8 | uniform vec4 lightColour; |
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9 | uniform vec4 shadowDepthRange; |
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10 | |
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11 | in vec4 position; |
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12 | in vec3 normal; |
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13 | in vec4 ambient; |
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14 | |
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15 | out vec4 shadowUV; |
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16 | out vec4 oColour; |
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17 | |
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18 | void main() |
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19 | { |
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20 | gl_Position = worldViewProj * position; |
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21 | vec4 worldPos = world * position; |
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22 | vec3 worldNorm = (worldIT * vec4(normal, 1)).xyz; |
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23 | |
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24 | // calculate lighting (simple vertex lighting) |
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25 | vec3 lightDir = normalize( |
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26 | lightPosition.xyz - (worldPos.xyz * lightPosition.w)); |
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27 | |
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28 | oColour = lightColour * max(dot(lightDir, worldNorm), 0.0); |
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29 | |
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30 | // calculate shadow map coords |
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31 | shadowUV = texViewProj * worldPos; |
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32 | #if LINEAR_RANGE |
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33 | // adjust by fixed depth bias, rescale into range |
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34 | // shadowUV.z = (shadowUV.z - shadowDepthRange.x) * shadowDepthRange.w; |
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35 | shadowUV.xy = shadowUV.xy / shadowUV.w; |
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36 | #else |
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37 | shadowUV = shadowUV / shadowUV.w; |
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38 | #endif |
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39 | } |
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