<@include gpu/Config.slh@> <$VERSION_HEADER$> // Generated on <$_SCRIBE_DATE$> // // deferred_light_spot.vert // vertex shader // // Created by Sam Gateau on 7/8/15. // Copyright 2015 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // <@include gpu/Inputs.slh@> <@include gpu/Transform.slh@> <$declareStandardTransform()$> <@include graphics/Light.slh@> <$declareLightBuffer(256)$> uniform lightIndexBuffer { int lightIndex[256]; }; out vec4 _texCoord0; void main(void) { vec4 coneVertex = inPosition; int instanceID = lightIndex[gl_InstanceID]; Light light = getLight(instanceID); vec3 lightPos = getLightPosition(light); vec4 coneParam = vec4(1.0); // = getLightVolumeGeometry(light); if(coneVertex.z >= 0.0) { // Evaluate the true position of the spot volume vec2 dir = float(coneVertex.z < 0.5f) * (coneParam.xy + vec2(coneParam.y, -coneParam.x) * coneParam.z * float(coneVertex.z > 0.0f)) + float(coneVertex.z > 0.5f) * (vec2(1.0, 0.0) + vec2(0.0, coneParam.z) * float(coneVertex.z < 1.0f)); coneVertex.xy *= dir.y; coneVertex.z = -dir.x; } else { coneVertex.z = 0.0; } coneVertex.xyz *= coneParam.w; coneVertex.xyz += lightPos; // standard transform TransformCamera cam = getTransformCamera(); <$transformWorldToClipPos(cam, coneVertex, gl_Position)$>; vec4 projected = gl_Position / gl_Position.w; projected.xy = (projected.xy + 1.0) * 0.5; #ifdef GPU_TRANSFORM_IS_STEREO #ifdef GPU_TRANSFORM_STEREO_SPLIT_SCREEN #else if (cam_isStereo()) { projected.x = 0.5 * (projected.x + cam_getStereoSide()); } #endif #endif _texCoord0 = vec4(projected.xy, 0.0, 1.0) * gl_Position.w; }