#version 150 /* Copyright Torus Knot Software Ltd 2000-2014 Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #define BIAS 0 in vec4 position; in vec3 normal; in vec4 uv0; uniform mat4 worldViewProj; uniform vec4 lightPosition; uniform vec3 lightDiffuse; #if FOG uniform vec2 fogParams; // x = fog start, y = fog distance #endif #if DEPTH_SHADOWCASTER uniform vec4 depthRange; // x = min, y = max, z = range, w = 1/range out float depth; #endif #if DEPTH_SHADOWRECEIVER uniform vec4 depthRange0; // x = min, y = max, z = range, w = 1/range uniform vec4 depthRange1; // x = min, y = max, z = range, w = 1/range uniform vec4 depthRange2; // x = min, y = max, z = range, w = 1/range uniform mat4 texWorldViewProjMatrix0; uniform mat4 texWorldViewProjMatrix1; uniform mat4 texWorldViewProjMatrix2; out vec4 lightSpacePos0; out vec4 lightSpacePos1; out vec4 lightSpacePos2; #endif #if !SHADOWCASTER out vec3 col; #endif out vec3 diffuseUV; void main() { // project position to the screen gl_Position = worldViewProj * position; #if !SHADOWCASTER // Get object space light direction vec3 lightDir = normalize(lightPosition.xyz - (position.xyz * lightPosition.w).xyz); col = lightDiffuse.xyz * max(dot(lightDir, normal.xyz), 0.0); # if FOG diffuseUV.z = linearFog(gl_Position.z, fogParams.x, fogParams.y); # endif #endif // pass through other texcoords exactly as they were received diffuseUV.xy = uv0.xy; #if DEPTH_SHADOWCASTER depth = (BIAS + gl_Position.z - depthRange.x) * depthRange.w; #endif #if DEPTH_SHADOWRECEIVER // Calculate the position of vertex in light space lightSpacePos0 = texWorldViewProjMatrix0 * position; lightSpacePos1 = texWorldViewProjMatrix1 * position; lightSpacePos2 = texWorldViewProjMatrix2 * position; // make linear lightSpacePos0.z = (lightSpacePos0.z - depthRange0.x) * depthRange0.w; lightSpacePos1.z = (lightSpacePos1.z - depthRange1.x) * depthRange1.w; lightSpacePos2.z = (lightSpacePos2.z - depthRange2.x) * depthRange2.w; // pass cam depth diffuseUV.z = gl_Position.z; #endif }