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defaultShadowmap.vert.glsl
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#include "include/common.glsl"
#include "include/uniforms.glsl"
#include "include/attributes.glsl"
#ifndef NUM_SHADOWS
#define NUM_SHADOWS 1
#endif
qf_varying vec4 v_ShadowProjVector[NUM_SHADOWS];
qf_varying vec4 v_Position[NUM_SHADOWS];
uniform mat4 u_ShadowmapMatrix0;
#if NUM_SHADOWS >= 2
uniform mat4 u_ShadowmapMatrix1;
#if NUM_SHADOWS >= 3
uniform mat4 u_ShadowmapMatrix2;
#if NUM_SHADOWS >= 4
uniform mat4 u_ShadowmapMatrix3;
#endif // NUM_SHADOWS >= 4
#endif // NUM_SHADOWS >= 3
#endif // NUM_SHADOWS >= 2
#ifdef APPLY_SHADOW_NORMAL_CHECK
qf_varying vec3 v_Normal;
#endif
void main(void)
{
vec4 Position = a_Position;
vec3 Normal = a_Normal.xyz;
vec2 TexCoord = a_TexCoord;
QF_TransformVerts(Position, Normal, TexCoord);
gl_Position = u_ModelViewProjectionMatrix * Position;
v_ShadowProjVector[0] = u_ShadowmapMatrix0 * Position;
// a trick which allows us not to perform 'shadowmaptc = (shadowmaptc + 1.0) * 0.5' in the fragment shader
v_ShadowProjVector[0].xyz = (v_ShadowProjVector[0].xyz + vec3(v_ShadowProjVector[0].w)) * 0.5;
v_Position[0] = Position;
#if NUM_SHADOWS >= 2
v_ShadowProjVector[1] = u_ShadowmapMatrix1 * Position;
v_ShadowProjVector[1].xyz = (v_ShadowProjVector[1].xyz + vec3(v_ShadowProjVector[1].w)) * 0.5;
v_Position[1] = Position;
#if NUM_SHADOWS >= 3
v_ShadowProjVector[2] = u_ShadowmapMatrix2 * Position;
v_ShadowProjVector[2].xyz = (v_ShadowProjVector[2].xyz + vec3(v_ShadowProjVector[2].w)) * 0.5;
v_Position[2] = Position;
#if NUM_SHADOWS >= 4
v_ShadowProjVector[3] = u_ShadowmapMatrix3 * Position;
v_ShadowProjVector[3].xyz = (v_ShadowProjVector[3].xyz + vec3(v_ShadowProjVector[3].w)) * 0.5;
v_Position[3] = Position;
#endif // NUM_SHADOWS >= 4
#endif // NUM_SHADOWS >= 3
#endif // NUM_SHADOWS >= 2
# ifdef APPLY_SHADOW_NORMAL_CHECK
v_Normal = Normal;
# endif
}