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30 lines
1 KiB
GLSL
30 lines
1 KiB
GLSL
#version 120
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//
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// shadow_map.vert
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// vertex shader
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//
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// Created by Andrzej Kapolka on 3/27/14.
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// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
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//
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varying vec4 shadowColor;
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void main(void) {
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// the shadow color depends on the light product
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vec4 normal = normalize(gl_ModelViewMatrix * vec4(gl_Normal, 0.0));
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float lightProduct = dot(normal, gl_LightSource[0].position);
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shadowColor = mix(vec4(1.0, 1.0, 1.0, 1.0), vec4(0.8, 0.8, 0.8, 1.0), step(0.0, lightProduct));
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// standard diffuse lighting
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gl_FrontColor = gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient +
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gl_LightSource[0].diffuse * max(0.0, lightProduct));
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// generate the shadow texture coordinate using the eye position
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vec4 eyePosition = gl_ModelViewMatrix * gl_Vertex;
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gl_TexCoord[0] = vec4(dot(gl_EyePlaneS[0], eyePosition), dot(gl_EyePlaneT[0], eyePosition),
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dot(gl_EyePlaneR[0], eyePosition), 1.0);
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// use the fixed function transform
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gl_Position = ftransform();
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}
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