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:
988 bytes
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Line | |
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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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