Last change
on this file since 12397 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:
1.6 KB
|
Line | |
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1 | //--------------------------------------------------------------------------- |
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2 | //These materials/shaders are part of the NEW InstanceManager implementation |
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3 | //Written by Matias N. Goldberg ("dark_sylinc") |
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4 | //--------------------------------------------------------------------------- |
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5 | #version 120 |
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6 | |
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7 | //Vertex input |
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8 | attribute vec4 vertex; |
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9 | attribute vec3 normal; |
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10 | attribute vec4 uv0; |
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11 | attribute vec4 uv1; |
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12 | attribute vec4 uv2; |
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13 | attribute vec4 uv3; |
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14 | attribute vec3 tangent; |
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15 | |
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16 | //Parameters |
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17 | uniform mat4 viewProjMatrix; |
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18 | |
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19 | #if (DEPTH_SHADOWCASTER || DEPTH_SHADOWRECEIVER) |
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20 | uniform vec4 depthRange; |
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21 | #endif |
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22 | |
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23 | #if DEPTH_SHADOWRECEIVER |
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24 | uniform mat4 texViewProjMatrix; |
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25 | #endif |
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26 | |
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27 | //Output |
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28 | #if DEPTH_SHADOWCASTER |
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29 | varying vec2 depth; |
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30 | #else |
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31 | varying vec2 _uv0; |
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32 | varying vec3 oNormal; |
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33 | varying vec3 oVPos; |
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34 | #if DEPTH_SHADOWRECEIVER |
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35 | varying vec4 oLightSpacePos; |
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36 | #endif |
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37 | #endif |
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38 | |
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39 | //--------------------------------------------- |
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40 | //Main Vertex Shader |
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41 | //--------------------------------------------- |
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42 | void main(void) |
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43 | { |
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44 | mat4 worldMatrix; |
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45 | worldMatrix[0] = uv1; |
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46 | worldMatrix[1] = uv2; |
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47 | worldMatrix[2] = uv3; |
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48 | worldMatrix[3] = vec4( 0, 0, 0, 1 ); |
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49 | |
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50 | vec4 worldPos = vertex * worldMatrix; |
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51 | vec3 worldNorm = normal * mat3(worldMatrix); |
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52 | |
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53 | //Transform the position |
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54 | gl_Position = viewProjMatrix * worldPos; |
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55 | |
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56 | #if DEPTH_SHADOWCASTER |
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57 | depth.x = (gl_Position.z - depthRange.x) * depthRange.w; |
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58 | depth.y = depthRange.w; |
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59 | #else |
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60 | _uv0 = uv0.xy; |
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61 | oNormal = worldNorm; |
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62 | oVPos = worldPos.xyz; |
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63 | |
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64 | #if DEPTH_SHADOWRECEIVER |
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65 | oLightSpacePos = texViewProjMatrix * worldPos; |
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66 | oLightSpacePos.z = (oLightSpacePos.z - depthRange.x) * depthRange.w; |
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67 | #endif |
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68 | #endif |
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69 | } |
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