blob: 3f09753f36cf5dd080c9ffb3944d0da0bcf225d0 [file] [log] [blame]
uniform mat4 m_LightViewProjectionMatrix;
uniform mat4 g_WorldViewProjectionMatrix;
uniform mat4 g_WorldMatrix;
varying vec4 projCoord;
attribute vec3 inPosition;
const mat4 biasMat = mat4(0.5, 0.0, 0.0, 0.0,
0.0, 0.5, 0.0, 0.0,
0.0, 0.0, 0.5, 0.0,
0.5, 0.5, 0.5, 1.0);
void main(){
gl_Position = g_WorldViewProjectionMatrix * vec4(inPosition, 1.0);
// get the vertex in world space
vec4 worldPos = g_WorldMatrix * vec4(inPosition, 1.0);
// convert vertex to light viewProj space
//projCoord = biasMat * (m_LightViewProjectionMatrix * worldPos);
vec4 coord = m_LightViewProjectionMatrix * worldPos;
projCoord = biasMat * coord;
//projCoord.z /= gl_DepthRange.far;
//projCoord = (m_LightViewProjectionMatrix * worldPos);
//projCoord /= projCoord.w;
//projCoord.xy = projCoord.xy * vec2(0.5, -0.5) + vec2(0.5);
// bias from [-1, 1] to [0, 1] for sampling shadow map
//projCoord = (projCoord.xyzw * vec4(0.5)) + vec4(0.5);
}