#version 150 in vec3 tangent; in vec3 normal; in vec4 vertex; in vec4 uv1; uniform mat4 world; uniform mat4 worldViewProj; uniform mat4 texViewProj; uniform vec4 lightPosition; // object space uniform vec4 shadowDepthRange; out vec3 tangentLightDir; out vec4 oUv0; out vec4 oUv1; void main() { gl_Position = worldViewProj * vertex; vec4 worldPos = world * vertex; // Get object space light direction vec3 lightDir = normalize(lightPosition.xyz - (vertex.xyz * lightPosition.w)); // calculate shadow map coords oUv0 = texViewProj * worldPos; #if LINEAR_RANGE // adjust by fixed depth bias, rescale into range oUv0.z = (oUv0.z - shadowDepthRange.x) * shadowDepthRange.w; #endif // pass the main uvs straight through unchanged oUv1 = uv1; // Calculate the binormal (NB we assume both normal and tangent are // already normalised) vec3 binormal = cross(normal, tangent); // Form a rotation matrix out of the vectors mat3 rotation = mat3(tangent, binormal, normal); // mat3 rotation = mat3(vec3(tangent[0], binormal[0], normal[0]), // vec3(tangent[1], binormal[1], normal[1]), // vec3(tangent[2], binormal[2], normal[2])); // Transform the light vector according to this matrix tangentLightDir = normalize(rotation * lightDir); }