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30 lines
726 B
C++
30 lines
726 B
C++
// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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precision highp float;
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in vec3 a_position;
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#include <cc-local>
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#pragma builtin(global)
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uniform CC_SHADOW_MAP {
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mat4 cc_shadow_map_lightViewProjMatrix;
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vec4 cc_shadow_map_info; // [minDepth, maxDepth, depthScale, darkness]
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float cc_shadow_map_bias;
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};
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out float v_depth;
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#include <skinning>
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void main () {
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vec4 position = vec4(a_position, 1);
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SKIN_VERTEX(position);
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gl_Position = cc_shadow_map_lightViewProjMatrix * cc_matWorld * position;
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// compute v_depth according to active camera's minDepth and maxDepth.
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v_depth = ((gl_Position.z + cc_shadow_map_info.x) / (cc_shadow_map_info.x + cc_shadow_map_info.y)) + cc_shadow_map_bias;
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}
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