28 lines
729 B
GLSL
28 lines
729 B
GLSL
#version 150
|
|
|
|
uniform mat4 modelMatrix;
|
|
uniform mat4 modelViewProjectionMatrix;
|
|
uniform mat4 shadowMVPs[35];
|
|
|
|
in vec3 aPosition;
|
|
in vec3 aNormal;
|
|
in vec2 aTexCoord;
|
|
|
|
out vec3 vNormal;
|
|
out vec2 vTexCoord;
|
|
out vec4 fragPosition;
|
|
out vec4 shadowCoord_near;
|
|
out vec4 shadowCoord_middle;
|
|
out vec4 shadowCoord_far;
|
|
|
|
void main()
|
|
{
|
|
fragPosition = modelMatrix * vec4(aPosition, 1.0);
|
|
vNormal = inverse(transpose(mat3(modelMatrix))) * aNormal;
|
|
vTexCoord = aTexCoord;
|
|
shadowCoord_near = shadowMVPs[0] * vec4(aPosition, 1.0);
|
|
shadowCoord_middle = shadowMVPs[1] * vec4(aPosition, 1.0);
|
|
shadowCoord_far = shadowMVPs[2] * vec4(aPosition, 1.0);
|
|
gl_Position = modelViewProjectionMatrix * vec4(aPosition, 1.0);
|
|
}
|