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| 1 | attribute vec3 tangent; |
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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 | uniform vec4 shadowDepthRange; |
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| 8 | |
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| 9 | varying vec3 tangentLightDir; |
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| 10 | |
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| 11 | |
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| 12 | void main() |
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| 13 | { |
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| 14 | gl_Position = ftransform(); |
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| 15 | |
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| 16 | vec4 worldPos = world * gl_Vertex; |
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| 17 | |
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| 18 | // Get object space light direction |
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| 19 | vec3 lightDir = normalize(lightPosition.xyz - (gl_Vertex.xyz * lightPosition.w)); |
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| 20 | |
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| 21 | // calculate shadow map coords |
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| 22 | gl_TexCoord[0] = texViewProj * worldPos; |
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| 23 | #if LINEAR_RANGE |
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| 24 | // adjust by fixed depth bias, rescale into range |
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| 25 | gl_TexCoord[0].z = (gl_TexCoord[0].z - shadowDepthRange.x) * shadowDepthRange.w; |
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| 26 | #endif |
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| 27 | |
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| 28 | // pass the main uvs straight through unchanged |
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| 29 | gl_TexCoord[1] = gl_MultiTexCoord0; |
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| 30 | |
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| 31 | // Calculate the binormal (NB we assume both normal and tangent are |
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| 32 | // already normalised) |
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| 33 | vec3 binormal = cross(gl_Normal, tangent); |
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| 34 | |
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| 35 | // Form a rotation matrix out of the vectors |
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| 36 | mat3 rotation = mat3(tangent, binormal, gl_Normal); |
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| 37 | |
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| 38 | // Transform the light vector according to this matrix |
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| 39 | tangentLightDir = normalize(rotation * lightDir); |
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| 40 | |
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| 41 | } |
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| 42 | |
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