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uniform mat4 shadowViewMat;
uniform mat4 shadowProjMat;
uniform mat4 modelMat;
uniform mat4 pieceMats[128];
uniform vec4 shadowParams;
uniform vec4 upperClipPlane;
uniform vec4 lowerClipPlane;
layout(location = 0) in vec3 positionAttr;
// layout(location = 1) in vec3 normalAttr;
// layout(location = 2) in vec3 sTangentAttr;
// layout(location = 3) in vec3 tTangentAttr;
layout(location = 4) in vec2 texCoor0Attr;
// layout(location = 5) in vec2 texCoor1Attr;
layout(location = 6) in uint pieceIdxAttr;
out float gl_ClipDistance[2];
out vec2 vTexCoord;
mat4 mat4mix(mat4 a, mat4 b, float alpha) {
return (a * (1.0 - alpha) + b * alpha);
}
void main() {
// mat4 pieceMat = mat4mix(mat4(1.0), pieceMats[pieceIdxAttr], pieceMats[0][3][3]);
mat4 pieceMat = pieceMats[pieceIdxAttr];
mat4 modelPieceMat = modelMat * pieceMat;
vec4 vertexPos = vec4(positionAttr, 1.0);
vec4 vertexShadowPos = shadowViewMat * modelPieceMat * vertexPos;
gl_Position = shadowProjMat * vertexShadowPos;
gl_ClipDistance[0] = dot(upperClipPlane, vertexPos);
gl_ClipDistance[1] = dot(lowerClipPlane, vertexPos);
vTexCoord = texCoor0Attr;
}
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