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- uniform mat4 LightMVP; // world matrix
- uniform vec4 CameraPos;
- varying vec4 tPos;
- #ifdef COLORED_SHADOWS
- varying vec3 varColor;
- #endif
- uniform float xyPerspectiveBias0;
- uniform float xyPerspectiveBias1;
- uniform float zPerspectiveBias;
- vec4 getPerspectiveFactor(in vec4 shadowPosition)
- {
- vec2 s = vec2(shadowPosition.x > CameraPos.x ? 1.0 : -1.0, shadowPosition.y > CameraPos.y ? 1.0 : -1.0);
- vec2 l = s * (shadowPosition.xy - CameraPos.xy) / (1.0 - s * CameraPos.xy);
- float pDistance = length(l);
- float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
- l /= pFactor;
- shadowPosition.xy = CameraPos.xy * (1.0 - l) + s * l;
- shadowPosition.z *= zPerspectiveBias;
- return shadowPosition;
- }
- void main()
- {
- vec4 pos = LightMVP * gl_Vertex;
- tPos = getPerspectiveFactor(LightMVP * gl_Vertex);
- gl_Position = vec4(tPos.xyz, 1.0);
- gl_TexCoord[0].st = gl_MultiTexCoord0.st;
- #ifdef COLORED_SHADOWS
- varColor = gl_Color.rgb;
- #endif
- }
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