| 
                Last change
                  on this file since 12202 was
                  12115,
                  checked in by wiesep, 7 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
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| [12115] | 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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