//----------------------------------------------------------------------------- // 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. //----------------------------------------------------------------------------- #include "hlslCompat.glsl" in vec4 vPosition; in vec4 vColor; in vec2 vTexCoord0; in vec2 vTexCoord1; out vec2 texCoord; out vec4 color; out float fade; uniform mat4 modelview; uniform float shadowLength; uniform vec3 shadowCasterPosition; void main() { gl_Position = modelview * vec4(vPosition.xyz, 1.0); color = vColor; texCoord = vTexCoord0.st; float fromCasterDist = length(vPosition.xyz - shadowCasterPosition) - shadowLength; fade = 1.0 - clamp( fromCasterDist / shadowLength , 0.0, 1.0 ); correctSSP(gl_Position); }