annotate sdr/shadow.v.glsl @ 21:c3fbf9616dbd
slot bounds, and ray testing
author |
John Tsiombikas <nuclear@member.fsf.org> |
date |
Thu, 02 Jul 2015 00:01:39 +0300 |
parents |
986c0b76513f |
children |
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rev |
line source |
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1 varying vec3 vdir, ldir, normal;
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2 varying vec4 shadow_tc;
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3
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4 void main()
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5 {
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6 gl_Position = ftransform();
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7
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8 vec3 vpos = (gl_ModelViewMatrix * gl_Vertex).xyz;
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9 normal = gl_NormalMatrix * gl_Normal;
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10 vdir = -vpos;
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11 ldir = gl_LightSource[0].position.xyz - vpos;
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12 gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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13
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14 mat4 offmat = mat4(0.5, 0.0, 0.0, 0.0,
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15 0.0, 0.5, 0.0, 0.0,
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16 0.0, 0.0, 0.5, 0.0,
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17 0.5, 0.5, 0.5, 1.0);
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18 mat4 tex_matrix = offmat * gl_TextureMatrix[1];
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19
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20 shadow_tc = tex_matrix * vec4(vpos, 1.0);
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21 }
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