38 lines
1.1 KiB
GLSL
38 lines
1.1 KiB
GLSL
#version 120
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uniform mat4 fg_LightMatrix_csm0;
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uniform mat4 fg_LightMatrix_csm1;
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uniform mat4 fg_LightMatrix_csm2;
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uniform mat4 fg_LightMatrix_csm3;
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varying vec4 lightSpacePos[4];
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void setupShadows(vec4 eyeSpacePos)
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{
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float normalOffset = 0.005;
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float costheta = clamp(dot(gl_Normal, gl_LightSource[0].position.xyz), 0.0, 1.0);
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float slopeScale = 1.0 - costheta;
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normalOffset *= slopeScale;
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vec4 offsetPos = gl_ModelViewMatrix *
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(gl_Vertex + vec4(gl_Normal, 0.0) * normalOffset);
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vec4 offsets[4];
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offsets[0] = fg_LightMatrix_csm0 * offsetPos;
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offsets[1] = fg_LightMatrix_csm1 * offsetPos;
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offsets[2] = fg_LightMatrix_csm2 * offsetPos;
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offsets[3] = fg_LightMatrix_csm3 * offsetPos;
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lightSpacePos[0] = fg_LightMatrix_csm0 * eyeSpacePos;
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lightSpacePos[1] = fg_LightMatrix_csm1 * eyeSpacePos;
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lightSpacePos[2] = fg_LightMatrix_csm2 * eyeSpacePos;
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lightSpacePos[3] = fg_LightMatrix_csm3 * eyeSpacePos;
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// Offset only in UV space
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lightSpacePos[0].xy = offsets[0].xy;
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lightSpacePos[1].xy = offsets[1].xy;
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lightSpacePos[2].xy = offsets[2].xy;
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lightSpacePos[3].xy = offsets[3].xy;
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}
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