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[1] | 1 | uniform mat4 world; |
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| 2 | uniform mat4 worldIT; |
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| 3 | uniform mat4 worldViewProj; |
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| 4 | uniform mat4 texViewProj; |
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| 5 | uniform vec4 lightPosition; |
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| 6 | uniform vec4 lightColour; |
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| 7 | uniform vec4 shadowDepthRange; |
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| 8 | |
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| 9 | |
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| 10 | void main() |
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| 11 | { |
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| 12 | gl_Position = ftransform(); |
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| 13 | |
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| 14 | vec4 worldPos = world * gl_Vertex; |
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| 15 | |
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| 16 | vec3 worldNorm = (worldIT * vec4(gl_Normal, 1)).xyz; |
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| 17 | |
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| 18 | // calculate lighting (simple vertex lighting) |
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| 19 | vec3 lightDir = normalize( |
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| 20 | lightPosition.xyz - (worldPos.xyz * lightPosition.w)); |
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| 21 | |
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| 22 | gl_FrontColor = lightColour * max(dot(lightDir, worldNorm), 0.0); |
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| 23 | |
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| 24 | // calculate shadow map coords |
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| 25 | gl_TexCoord[0] = texViewProj * worldPos; |
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| 26 | #if LINEAR_RANGE |
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| 27 | // adjust by fixed depth bias, rescale into range |
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| 28 | gl_TexCoord[0].z = (gl_TexCoord[0].z - shadowDepthRange.x) * shadowDepthRange.w; |
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| 29 | #endif |
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| 30 | |
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| 31 | } |
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| 32 | |
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