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const float CONSTANT_ATTENUATION = 1.0;
const float LINEAR_ATTENUATION = 0.0;
const float QUADRATIC_ATTENUATION = 1.0;
in vec3 position;
in vec2 texcoord;
in vec4 color;
in vec3 normal;
uniform highp mat4 modelMatrix;
uniform highp mat4 viewMatrix;
uniform highp mat4 projMatrix;
uniform highp mat4 extraMatrix;
uniform UBOOL textured;
uniform UBOOL lightsEnabled;
uniform highp vec2 texScale;
struct shadow_info {
UBOOL _active;
vec3 _color;
vec3 _light;
vec3 _point;
vec3 _normal;
};
uniform shadow_info shadow;
out vec2 Texcoord;
out vec4 Color;
void main() {
vec4 pos = modelMatrix * extraMatrix * vec4(position, 1.0);
// See http://en.wikipedia.org/wiki/Line-plane_intersection
if (UBOOL_TEST(shadow._active)) {
pos /= pos.w;
vec3 l = pos.xyz - shadow._light;
float d = dot(shadow._point - shadow._light, shadow._normal) / dot(l, shadow._normal);
vec3 p = shadow._light + d * l;
pos = vec4(p, 1.0);
}
vec4 positionView = viewMatrix * pos;
gl_Position = projMatrix * positionView;
if (UBOOL_TEST(shadow._active)) {
Color = vec4(shadow._color, 1.0);
} else {
Color = color;
}
if (UBOOL_TEST(textured)) {
Texcoord = vec2(0.0, 1.0) + (texcoord / texScale);
} else {
Texcoord = vec2(0.0, 0.0);
}
}
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