2018-08-27 07:31:48 +02:00
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/* clang-format off */
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2016-10-03 21:33:42 +02:00
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[vertex]
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uniform highp mat4 projection_matrix;
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2018-08-27 07:31:48 +02:00
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/* clang-format on */
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2016-10-03 21:33:42 +02:00
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uniform highp mat4 light_matrix;
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uniform highp mat4 world_matrix;
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uniform highp float distance_norm;
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2018-08-24 13:42:18 +02:00
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layout(location = 0) in highp vec3 vertex;
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2016-10-03 21:33:42 +02:00
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out highp vec4 position_interp;
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void main() {
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2018-08-24 13:42:18 +02:00
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gl_Position = projection_matrix * (light_matrix * (world_matrix * vec4(vertex, 1.0)));
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position_interp = gl_Position;
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2016-10-03 21:33:42 +02:00
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}
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2018-08-27 07:31:48 +02:00
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/* clang-format off */
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2016-10-03 21:33:42 +02:00
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[fragment]
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in highp vec4 position_interp;
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2018-08-27 07:31:48 +02:00
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/* clang-format on */
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2016-10-03 21:33:42 +02:00
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#ifdef USE_RGBA_SHADOWS
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2018-08-24 13:42:18 +02:00
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layout(location = 0) out lowp vec4 distance_buf;
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2016-10-03 21:33:42 +02:00
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#else
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2018-08-24 13:42:18 +02:00
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layout(location = 0) out highp float distance_buf;
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2016-10-03 21:33:42 +02:00
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#endif
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void main() {
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2018-08-24 13:42:18 +02:00
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highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0; // bias
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2016-10-03 21:33:42 +02:00
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#ifdef USE_RGBA_SHADOWS
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highp vec4 comp = fract(depth * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0));
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2019-02-24 23:55:37 +01:00
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comp -= comp.xxyz * vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
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2018-08-24 13:42:18 +02:00
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distance_buf = comp;
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2016-10-03 21:33:42 +02:00
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#else
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2018-08-24 13:42:18 +02:00
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distance_buf = depth;
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2016-10-03 21:33:42 +02:00
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#endif
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}
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