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- /* clang-format off */
- [vertex]
- uniform highp mat4 projection_matrix;
- /* clang-format on */
- uniform highp mat4 light_matrix;
- uniform highp mat4 world_matrix;
- uniform highp float distance_norm;
- layout(location = 0) in highp vec3 vertex;
- out highp vec4 position_interp;
- void main() {
- gl_Position = projection_matrix * (light_matrix * (world_matrix * vec4(vertex, 1.0)));
- position_interp = gl_Position;
- }
- /* clang-format off */
- [fragment]
- in highp vec4 position_interp;
- /* clang-format on */
- #ifdef USE_RGBA_SHADOWS
- layout(location = 0) out lowp vec4 distance_buf;
- #else
- layout(location = 0) out highp float distance_buf;
- #endif
- void main() {
- highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0; // bias
- #ifdef USE_RGBA_SHADOWS
- highp vec4 comp = fract(depth * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0));
- comp -= comp.xxyz * vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
- distance_buf = comp;
- #else
- distance_buf = depth;
- #endif
- }
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