openspades/Resources/Shaders/VoxelModelShadowMap.vs
2013-08-18 16:18:06 +09:00

33 lines
632 B
GLSL

uniform mat4 modelMatrix;
uniform mat4 modelNormalMatrix;
uniform vec3 modelOrigin;
// [x, y, z, AO ID]
attribute vec4 positionAttribute;
// [x, y, z]
attribute vec3 normalAttribute;
varying vec4 color;
varying vec3 fogDensity;
//varying vec2 detailCoord;
void PrepareForShadowMapRender(vec3 position, vec3 normal);
void main() {
vec4 vertexPos = vec4(positionAttribute.xyz, 1.);
vertexPos.xyz += modelOrigin;
// direct sunlight
vec3 normal = normalAttribute;
normal = (modelNormalMatrix * vec4(normal, 1.)).xyz;
normal = normalize(normal);
PrepareForShadowMapRender((modelMatrix * vertexPos).xyz, normal);
}