protot/shaders/src/vs_sms_mesh_textured.sc

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$input a_position, a_normal, a_texcoord0
$output v_view, v_normal, v_shadowcoord, v_texcoord0
/*
* Copyright 2013-2014 Dario Manesku. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
uniform mat4 u_lightMtx;
uniform vec4 u_lightPos;
void main()
{
gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0) );
vec4 normal = a_normal * 2.0 - 1.0;
v_normal = normalize(normal.xyz);
v_view = mul(u_modelView, vec4(a_position, 1.0)).xyz;
const float shadowMapOffset = 0.001;
vec3 posOffset = a_position + normal.xyz * shadowMapOffset;
v_shadowcoord = mul(u_lightMtx, vec4(posOffset, 1.0) );
v_texcoord0 = a_texcoord0;
}