Common.MatDefs.Shadow.PostShadow.vert Maven / Gradle / Ivy
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#import "Common/ShaderLib/Instancing.glsllib"
#import "Common/ShaderLib/Skinning.glsllib"
#import "Common/ShaderLib/GLSLCompat.glsllib"
uniform mat4 m_LightViewProjectionMatrix0;
uniform mat4 m_LightViewProjectionMatrix1;
uniform mat4 m_LightViewProjectionMatrix2;
uniform mat4 m_LightViewProjectionMatrix3;
varying vec4 projCoord0;
varying vec4 projCoord1;
varying vec4 projCoord2;
varying vec4 projCoord3;
#ifdef POINTLIGHT
uniform mat4 m_LightViewProjectionMatrix4;
uniform mat4 m_LightViewProjectionMatrix5;
uniform vec3 m_LightPos;
varying vec4 projCoord4;
varying vec4 projCoord5;
varying vec4 worldPos;
#else
uniform vec3 m_LightDir;
#ifndef PSSM
uniform vec3 m_LightPos;
varying float lightDot;
#endif
#endif
#if defined(PSSM) || defined(FADE)
varying float shadowPosition;
#endif
varying vec2 texCoord;
attribute vec3 inPosition;
#ifndef BACKFACE_SHADOWS
attribute vec3 inNormal;
varying float nDotL;
#endif
#ifdef DISCARD_ALPHA
attribute vec2 inTexCoord;
#endif
const mat4 biasMat = mat4(0.5, 0.0, 0.0, 0.0,
0.0, 0.5, 0.0, 0.0,
0.0, 0.0, 0.5, 0.0,
0.5, 0.5, 0.5, 1.0);
void main(){
vec4 modelSpacePos = vec4(inPosition, 1.0);
#ifdef NUM_BONES
Skinning_Compute(modelSpacePos);
#endif
gl_Position = TransformWorldViewProjection(modelSpacePos);
vec3 lightDir;
#if defined(PSSM) || defined(FADE)
shadowPosition = gl_Position.z;
#endif
#ifndef POINTLIGHT
vec4 worldPos=vec4(0.0);
#endif
// get the vertex in world space
worldPos = TransformWorld(modelSpacePos);
#ifdef DISCARD_ALPHA
texCoord = inTexCoord;
#endif
// populate the light view matrices array and convert vertex to light viewProj space
projCoord0 = biasMat * m_LightViewProjectionMatrix0 * worldPos;
projCoord1 = biasMat * m_LightViewProjectionMatrix1 * worldPos;
projCoord2 = biasMat * m_LightViewProjectionMatrix2 * worldPos;
projCoord3 = biasMat * m_LightViewProjectionMatrix3 * worldPos;
#ifdef POINTLIGHT
projCoord4 = biasMat * m_LightViewProjectionMatrix4 * worldPos;
projCoord5 = biasMat * m_LightViewProjectionMatrix5 * worldPos;
#else
#ifndef PSSM
//Spot light
lightDir = worldPos.xyz - m_LightPos;
lightDot = dot(m_LightDir,lightDir);
#endif
#endif
#ifndef BACKFACE_SHADOWS
vec3 normal = normalize(TransformWorld(vec4(inNormal,0.0))).xyz;
#ifdef POINTLIGHT
lightDir = worldPos.xyz - m_LightPos;
#else
#ifdef PSSM
lightDir = m_LightDir;
#endif
#endif
nDotL = dot(normal, lightDir);
#endif
}
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