32 lines
862 B
GLSL
32 lines
862 B
GLSL
#version 150
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uniform mat4 modelMatrix;
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uniform mat4 modelViewProjectionMatrix;
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uniform mat4 shadowMVPs[5];
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in vec3 aPosition;
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in vec3 aNormal;
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in vec2 aTexCoord;
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out vec3 vNormal;
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out vec2 vTexCoord;
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out vec4 fragPosition;
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out vec4 shadowCoord0;
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out vec4 shadowCoord1;
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out vec4 shadowCoord2;
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out vec4 shadowCoord3;
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out vec4 shadowCoord4;
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void main()
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{
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fragPosition = modelMatrix * vec4(aPosition, 1.0);
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vNormal = inverse(transpose(mat3(modelMatrix))) * aNormal;
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vTexCoord = aTexCoord;
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shadowCoord0 = shadowMVPs[0] * vec4(aPosition, 1.0);
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shadowCoord1 = shadowMVPs[1] * vec4(aPosition, 1.0);
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shadowCoord2 = shadowMVPs[2] * vec4(aPosition, 1.0);
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shadowCoord3 = shadowMVPs[3] * vec4(aPosition, 1.0);
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shadowCoord4 = shadowMVPs[4] * vec4(aPosition, 1.0);
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gl_Position = modelViewProjectionMatrix * vec4(aPosition, 1.0);
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}
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