2021-06-06 18:51:21 +02:00
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uniform mat4 LightMVP; // world matrix
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varying vec4 tPos;
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2022-03-31 22:40:06 +02:00
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uniform float xyPerspectiveBias0;
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uniform float xyPerspectiveBias1;
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uniform float zPerspectiveBias;
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2021-06-06 18:51:21 +02:00
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vec4 getPerspectiveFactor(in vec4 shadowPosition)
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{
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float pDistance = length(shadowPosition.xy);
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2022-03-31 22:40:06 +02:00
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float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
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shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPerspectiveBias);
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2021-06-06 18:51:21 +02:00
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return shadowPosition;
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}
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void main()
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{
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vec4 pos = LightMVP * gl_Vertex;
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tPos = getPerspectiveFactor(pos);
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gl_Position = vec4(tPos.xyz, 1.0);
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2022-02-11 23:00:41 +01:00
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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2021-06-06 18:51:21 +02:00
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}
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