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			42 lines
		
	
	
	
		
			1.5 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			42 lines
		
	
	
	
		
			1.5 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 120
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|     
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| varying vec3  screenCoordsPassthrough;
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| varying vec4  position;
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| varying float  depthPassthrough;
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| 
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| #define SHADOWS @shadows_enabled
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| 
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| #if SHADOWS
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| 	@foreach shadow_texture_unit_index @shadow_texture_unit_list
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| 		uniform int shadowTextureUnit@shadow_texture_unit_index;
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| 		varying vec4 shadowSpaceCoords@shadow_texture_unit_index;
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| 	@endforeach
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| #endif // SHADOWS
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| 
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| void main(void)
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| {
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|     gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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| 
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|     mat4 scalemat = mat4(0.5, 0.0, 0.0, 0.0,
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| 		 0.0, -0.5, 0.0, 0.0,
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| 		 0.0, 0.0, 0.5, 0.0,
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| 		 0.5, 0.5, 0.5, 1.0);
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| 
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|     vec4 texcoordProj = ((scalemat) * ( gl_Position));
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|     screenCoordsPassthrough = vec3(texcoordProj.x, texcoordProj.y, texcoordProj.w);
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| 
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|     position = gl_Vertex;
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| 
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|     depthPassthrough = gl_Position.z;
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| 
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| 	#if SHADOWS
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| 		vec4 viewPos = gl_ModelViewMatrix * gl_Vertex;
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| 		// This matrix has the opposite handedness to the others used here, so multiplication must have the vector to the left. Alternatively it could be transposed after construction, but that's extra work for the GPU just to make the code look a tiny bit cleaner.
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| 		mat4 eyePlaneMat;
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| 
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| 		@foreach shadow_texture_unit_index @shadow_texture_unit_list
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| 			eyePlaneMat = mat4(gl_EyePlaneS[shadowTextureUnit@shadow_texture_unit_index], gl_EyePlaneT[shadowTextureUnit@shadow_texture_unit_index], gl_EyePlaneR[shadowTextureUnit@shadow_texture_unit_index], gl_EyePlaneQ[shadowTextureUnit@shadow_texture_unit_index]);
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| 			shadowSpaceCoords@shadow_texture_unit_index = viewPos * eyePlaneMat;
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| 		@endforeach
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| 	#endif // SHADOWS
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| }
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