Torque3D/Templates/Empty/game/shaders/common/gl/projectedShadowV.glsl

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
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#include "hlslCompat.glsl"
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in vec4 vPosition;
in vec4 vColor;
in vec2 vTexCoord0;
in vec2 vTexCoord1;
out vec2 texCoord;
out vec4 color;
out float fade;
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uniform mat4 modelview;
uniform float shadowLength;
uniform vec3 shadowCasterPosition;
void main()
{
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gl_Position = modelview * vec4(vPosition.xyz, 1.0);
color = vColor;
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texCoord = vTexCoord0.st;
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float fromCasterDist = length(vPosition.xyz - shadowCasterPosition) - shadowLength;
fade = 1.0 - clamp( fromCasterDist / shadowLength , 0.0, 1.0 );
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correctSSP(gl_Position);
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}