2013-12-19 19:32:50 +01:00

33 lines
758 B
GLSL

uniform mat4 world;
uniform mat4 worldIT;
uniform mat4 worldViewProj;
uniform mat4 texViewProj;
uniform vec4 lightPosition;
uniform vec4 lightColour;
uniform vec4 shadowDepthRange;
void main()
{
gl_Position = ftransform();
vec4 worldPos = world * gl_Vertex;
vec3 worldNorm = (worldIT * vec4(gl_Normal, 1)).xyz;
// calculate lighting (simple vertex lighting)
vec3 lightDir = normalize(
lightPosition.xyz - (worldPos.xyz * lightPosition.w));
gl_FrontColor = lightColour * max(dot(lightDir, worldNorm), 0.0);
// calculate shadow map coords
gl_TexCoord[0] = texViewProj * worldPos;
#if LINEAR_RANGE
// adjust by fixed depth bias, rescale into range
gl_TexCoord[0].z = (gl_TexCoord[0].z - shadowDepthRange.x) * shadowDepthRange.w;
#endif
}