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#version 120
varying vec3 screenCoordsPassthrough;
varying vec4 position;
varying float linearDepth;
#include "shadows_vertex.glsl"
void main(void)
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
mat4 scalemat = mat4(0.5, 0.0, 0.0, 0.0,
0.0, -0.5, 0.0, 0.0,
0.0, 0.0, 0.5, 0.0,
0.5, 0.5, 0.5, 1.0);
vec4 texcoordProj = ((scalemat) * ( gl_Position));
screenCoordsPassthrough = texcoordProj.xyw;
position = gl_Vertex;
linearDepth = gl_Position.z;
setupShadowCoords(gl_ModelViewMatrix * gl_Vertex, normalize((gl_NormalMatrix * gl_Normal).xyz));
}
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