Last change
on this file since 12091 was
12091,
checked in by wiesep, 6 years ago
|
Updated programs and adjusted Material to work with GLSL>150
|
File size:
1.5 KB
|
Rev | Line | |
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[12091] | 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 300 es |
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| 6 | precision mediump int; |
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| 7 | precision mediump float; |
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| 8 | |
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| 9 | //Vertex input |
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| 10 | in vec4 vertex; |
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| 11 | in vec3 normal; |
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| 12 | in vec3 tangent; |
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| 13 | in vec4 uv0; |
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| 14 | in vec4 blendIndices; |
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| 15 | in vec4 blendWeights; |
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| 16 | |
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| 17 | //Parameters |
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| 18 | uniform mat4 viewProjMatrix; |
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| 19 | uniform mat4 worldMatrix; |
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| 20 | |
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| 21 | #if (DEPTH_SHADOWCASTER || DEPTH_SHADOWRECEIVER) |
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| 22 | uniform vec4 depthRange; |
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| 23 | #endif |
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| 24 | |
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| 25 | #if DEPTH_SHADOWRECEIVER |
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| 26 | uniform mat4 texViewProjMatrix; |
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| 27 | #endif |
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| 28 | |
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| 29 | //Output |
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| 30 | #if DEPTH_SHADOWCASTER |
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| 31 | out vec2 depth; |
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| 32 | #else |
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| 33 | out vec2 _uv0; |
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| 34 | out vec3 oNormal; |
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| 35 | out vec3 oVPos; |
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| 36 | #if DEPTH_SHADOWRECEIVER |
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| 37 | out vec4 oLightSpacePos; |
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| 38 | #endif |
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| 39 | #endif |
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| 40 | //--------------------------------------------- |
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| 41 | //Main Vertex Shader |
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| 42 | //--------------------------------------------- |
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| 43 | void main(void) |
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| 44 | { |
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| 45 | vec4 worldPos = vertex * worldMatrix; |
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| 46 | vec3 worldNorm = normal * mat3(worldMatrix); |
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| 47 | |
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| 48 | //Transform the position |
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| 49 | gl_Position = viewProjMatrix * worldPos; |
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| 50 | |
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| 51 | #if DEPTH_SHADOWCASTER |
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| 52 | depth.x = (gl_Position.z - depthRange.x) * depthRange.w; |
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| 53 | depth.y = depthRange.w; |
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| 54 | #else |
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| 55 | _uv0 = uv0.xy; |
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| 56 | oNormal = worldNorm; |
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| 57 | oVPos = worldPos.xyz; |
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| 58 | |
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| 59 | #if DEPTH_SHADOWRECEIVER |
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| 60 | oLightSpacePos = texViewProjMatrix * worldPos; |
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| 61 | oLightSpacePos.z = (oLightSpacePos.z - depthRange.x) * depthRange.w; |
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| 62 | #endif |
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| 63 | #endif |
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| 64 | } |
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