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	Use `gl_FragCoords` instead passing the normalised screen-space coordinates to the fragment shader in a numerically unstable way.
		
			
				
	
	
		
			21 lines
		
	
	
	
		
			461 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			21 lines
		
	
	
	
		
			461 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 120
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uniform mat4 projectionMatrix;
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varying vec4  position;
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varying float linearDepth;
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#include "shadows_vertex.glsl"
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#include "depth.glsl"
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void main(void)
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{
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    gl_Position = projectionMatrix * (gl_ModelViewMatrix * gl_Vertex);
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    position = gl_Vertex;
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    vec4 viewPos = gl_ModelViewMatrix * gl_Vertex;
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    linearDepth = getLinearDepth(gl_Position.z, viewPos.z);
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    setupShadowCoords(viewPos, normalize((gl_NormalMatrix * gl_Normal).xyz));
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}
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