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Last change
on this file since 12181 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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| 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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