2016-09-08 23:35:12 +02:00
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$input a_position, a_normal, a_texcoord0
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$output v_view, v_normal, v_shadowcoord, v_texcoord0
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/*
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* Copyright 2013-2014 Dario Manesku. All rights reserved.
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* License: http://www.opensource.org/licenses/BSD-2-Clause
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*/
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#include "../common/common.sh"
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uniform mat4 u_lightMtx;
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2016-11-30 22:11:08 +01:00
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uniform vec4 u_lightPos;
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2016-09-08 23:35:12 +02:00
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void main()
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{
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gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0) );
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vec4 normal = a_normal * 2.0 - 1.0;
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2016-11-30 22:11:08 +01:00
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v_normal = normalize(normal.xyz);
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2016-09-08 23:35:12 +02:00
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v_view = mul(u_modelView, vec4(a_position, 1.0)).xyz;
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const float shadowMapOffset = 0.001;
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vec3 posOffset = a_position + normal.xyz * shadowMapOffset;
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v_shadowcoord = mul(u_lightMtx, vec4(posOffset, 1.0) );
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v_texcoord0 = a_texcoord0;
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}
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