| 1 | #version 150 |
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| 2 | |
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| 3 | in vec3 tangent; |
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| 4 | in vec3 normal; |
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| 5 | in vec4 vertex; |
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| 6 | in vec4 uv1; |
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| 7 | |
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| 8 | uniform mat4 world; |
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| 9 | uniform mat4 worldViewProj; |
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| 10 | uniform mat4 texViewProj; |
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| 11 | uniform vec4 lightPosition; // object space |
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| 12 | uniform vec4 shadowDepthRange; |
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| 13 | |
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| 14 | out vec3 tangentLightDir; |
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| 15 | out vec4 oUv0; |
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| 16 | out vec4 oUv1; |
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| 17 | |
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| 18 | void main() |
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| 19 | { |
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| 20 | gl_Position = worldViewProj * vertex; |
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| 21 | |
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| 22 | vec4 worldPos = world * vertex; |
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| 23 | |
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| 24 | // Get object space light direction |
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| 25 | vec3 lightDir = normalize(lightPosition.xyz - (vertex.xyz * lightPosition.w)); |
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| 26 | |
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| 27 | // calculate shadow map coords |
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| 28 | oUv0 = texViewProj * worldPos; |
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| 29 | #if LINEAR_RANGE |
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| 30 | // adjust by fixed depth bias, rescale into range |
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| 31 | oUv0.z = (oUv0.z - shadowDepthRange.x) * shadowDepthRange.w; |
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| 32 | #endif |
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| 33 | |
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| 34 | // pass the main uvs straight through unchanged |
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| 35 | oUv1 = uv1; |
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| 36 | |
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| 37 | // Calculate the binormal (NB we assume both normal and tangent are |
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| 38 | // already normalised) |
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| 39 | vec3 binormal = cross(normal, tangent); |
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| 40 | |
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| 41 | // Form a rotation matrix out of the vectors |
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| 42 | mat3 rotation = mat3(tangent, binormal, normal); |
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| 43 | // mat3 rotation = mat3(vec3(tangent[0], binormal[0], normal[0]), |
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| 44 | // vec3(tangent[1], binormal[1], normal[1]), |
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| 45 | // vec3(tangent[2], binormal[2], normal[2])); |
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| 46 | |
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| 47 | // Transform the light vector according to this matrix |
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| 48 | tangentLightDir = normalize(rotation * lightDir); |
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| 49 | } |
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| 50 | |
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