2021-06-06 18:51:21 +02:00
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uniform mat4 LightMVP; // world matrix
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2022-04-07 22:13:50 +02:00
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uniform vec4 CameraPos;
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2021-06-06 18:51:21 +02:00
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varying vec4 tPos;
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2021-10-01 16:21:53 +02:00
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#ifdef COLORED_SHADOWS
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varying vec3 varColor;
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#endif
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2021-06-06 18:51:21 +02:00
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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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2022-04-07 22:13:50 +02:00
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vec2 s = vec2(shadowPosition.x > CameraPos.x ? 1.0 : -1.0, shadowPosition.y > CameraPos.y ? 1.0 : -1.0);
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vec2 l = s * (shadowPosition.xy - CameraPos.xy) / (1.0 - s * CameraPos.xy);
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float pDistance = length(l);
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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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2022-04-07 22:13:50 +02:00
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l /= pFactor;
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shadowPosition.xy = CameraPos.xy * (1.0 - l) + s * l;
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shadowPosition.z *= 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(LightMVP * gl_Vertex);
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gl_Position = vec4(tPos.xyz, 1.0);
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gl_TexCoord[0].st = gl_MultiTexCoord0.st;
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2021-10-01 16:21:53 +02:00
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#ifdef COLORED_SHADOWS
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varColor = gl_Color.rgb;
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#endif
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2021-06-06 18:51:21 +02:00
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}
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