Last change
on this file since 12302 was
12115,
checked in by wiesep, 6 years ago
|
Changed folder structure, deletet some unused files and cleaned up code
|
File size:
988 bytes
|
Line | |
---|
1 | #version 120 |
---|
2 | |
---|
3 | uniform mat4 world; |
---|
4 | uniform mat4 worldViewProj; |
---|
5 | uniform mat4 texViewProj; |
---|
6 | uniform vec4 lightPosition; // object space |
---|
7 | |
---|
8 | attribute vec4 vertex; |
---|
9 | attribute vec3 normal; |
---|
10 | attribute vec3 tangent; |
---|
11 | attribute vec4 uv0; |
---|
12 | |
---|
13 | varying vec3 tangentLightDir; |
---|
14 | varying vec4 oUv; |
---|
15 | varying vec2 oUv2; |
---|
16 | |
---|
17 | void main() |
---|
18 | { |
---|
19 | vec4 worldPos = world * vertex; |
---|
20 | |
---|
21 | // Get object space light direction |
---|
22 | vec3 lightDir = normalize(lightPosition.xyz - (vertex.xyz * lightPosition.w)); |
---|
23 | |
---|
24 | // calculate shadow map coords |
---|
25 | oUv = texViewProj * worldPos; |
---|
26 | |
---|
27 | // pass the main uvs straight through unchanged |
---|
28 | oUv2 = uv0.xy; |
---|
29 | |
---|
30 | // Calculate the binormal (NB we assume both normal and tangent are |
---|
31 | // already normalised) |
---|
32 | vec3 binormal = cross(normal, tangent); |
---|
33 | |
---|
34 | // Form a rotation matrix out of the vectors |
---|
35 | mat3 rotation = mat3(tangent, binormal, normal); |
---|
36 | |
---|
37 | // Transform the light vector according to this matrix |
---|
38 | tangentLightDir = normalize(rotation * lightDir); |
---|
39 | |
---|
40 | gl_Position = worldViewProj * vertex; |
---|
41 | } |
---|
42 | |
---|
Note: See
TracBrowser
for help on using the repository browser.