| 1 | #version 150 |
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| 2 | /* Copyright Torus Knot Software Ltd 2000-2014 |
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| 3 | |
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| 4 | Permission is hereby granted, free of charge, to any person obtaining a copy |
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| 5 | of this software and associated documentation files (the "Software"), to deal |
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| 6 | in the Software without restriction, including without limitation the rights |
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| 7 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
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| 8 | copies of the Software, and to permit persons to whom the Software is |
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| 9 | furnished to do so, subject to the following conditions: |
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| 10 | |
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| 11 | The above copyright notice and this permission notice shall be included in |
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| 12 | all copies or substantial portions of the Software. |
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| 13 | |
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| 14 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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| 15 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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| 16 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
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| 17 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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| 18 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
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| 19 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN |
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| 20 | THE SOFTWARE. |
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| 21 | */ |
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| 22 | |
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| 23 | #define BIAS 0 |
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| 24 | |
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| 25 | in vec4 position; |
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| 26 | in vec3 normal; |
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| 27 | in vec4 uv0; |
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| 28 | |
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| 29 | uniform mat4 worldViewProj; |
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| 30 | uniform vec4 lightPosition; |
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| 31 | uniform vec3 lightDiffuse; |
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| 32 | #if FOG |
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| 33 | uniform vec2 fogParams; // x = fog start, y = fog distance |
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| 34 | #endif |
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| 35 | |
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| 36 | #if DEPTH_SHADOWCASTER |
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| 37 | uniform vec4 depthRange; // x = min, y = max, z = range, w = 1/range |
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| 38 | out float depth; |
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| 39 | #endif |
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| 40 | |
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| 41 | #if DEPTH_SHADOWRECEIVER |
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| 42 | uniform vec4 depthRange0; // x = min, y = max, z = range, w = 1/range |
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| 43 | uniform vec4 depthRange1; // x = min, y = max, z = range, w = 1/range |
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| 44 | uniform vec4 depthRange2; // x = min, y = max, z = range, w = 1/range |
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| 45 | uniform mat4 texWorldViewProjMatrix0; |
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| 46 | uniform mat4 texWorldViewProjMatrix1; |
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| 47 | uniform mat4 texWorldViewProjMatrix2; |
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| 48 | out vec4 lightSpacePos0; |
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| 49 | out vec4 lightSpacePos1; |
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| 50 | out vec4 lightSpacePos2; |
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| 51 | #endif |
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| 52 | |
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| 53 | #if !SHADOWCASTER |
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| 54 | out vec3 col; |
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| 55 | #endif |
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| 56 | |
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| 57 | out vec3 diffuseUV; |
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| 58 | |
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| 59 | void main() |
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| 60 | { |
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| 61 | // project position to the screen |
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| 62 | gl_Position = worldViewProj * position; |
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| 63 | |
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| 64 | #if !SHADOWCASTER |
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| 65 | // Get object space light direction |
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| 66 | vec3 lightDir = normalize(lightPosition.xyz - (position.xyz * lightPosition.w).xyz); |
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| 67 | col = lightDiffuse.xyz * max(dot(lightDir, normal.xyz), 0.0); |
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| 68 | # if FOG |
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| 69 | diffuseUV.z = linearFog(gl_Position.z, fogParams.x, fogParams.y); |
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| 70 | # endif |
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| 71 | |
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| 72 | #endif |
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| 73 | |
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| 74 | // pass through other texcoords exactly as they were received |
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| 75 | diffuseUV.xy = uv0.xy; |
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| 76 | |
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| 77 | #if DEPTH_SHADOWCASTER |
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| 78 | depth = (BIAS + gl_Position.z - depthRange.x) * depthRange.w; |
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| 79 | #endif |
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| 80 | |
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| 81 | #if DEPTH_SHADOWRECEIVER |
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| 82 | // Calculate the position of vertex in light space |
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| 83 | lightSpacePos0 = texWorldViewProjMatrix0 * position; |
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| 84 | lightSpacePos1 = texWorldViewProjMatrix1 * position; |
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| 85 | lightSpacePos2 = texWorldViewProjMatrix2 * position; |
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| 86 | |
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| 87 | // make linear |
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| 88 | lightSpacePos0.z = (lightSpacePos0.z - depthRange0.x) * depthRange0.w; |
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| 89 | lightSpacePos1.z = (lightSpacePos1.z - depthRange1.x) * depthRange1.w; |
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| 90 | lightSpacePos2.z = (lightSpacePos2.z - depthRange2.x) * depthRange2.w; |
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| 91 | |
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| 92 | // pass cam depth |
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| 93 | diffuseUV.z = gl_Position.z; |
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| 94 | #endif |
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| 95 | } |
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