#version 120 // // deferred_light_limited.vert // vertex shader // // Created by Andrzej Kapolka on 9/19/14. // Copyright 2014 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 // // the radius (hard cutoff) of the light effect uniform float radius; void main(void) { // find the right "right" direction vec3 firstRightCandidate = cross(gl_LightSource[1].spotDirection, vec3(0.0, 1.0, 0.0)); vec3 secondRightCandidate = cross(gl_LightSource[1].spotDirection, vec3(1.0, 0.0, 0.0)); vec3 right = mix(firstRightCandidate, secondRightCandidate, step(length(firstRightCandidate), length(secondRightCandidate))); right = normalize(right); // and the "up" vec3 up = cross(right, gl_LightSource[1].spotDirection); // and the "back," which depends on whether this is a spot light vec3 back = -gl_LightSource[1].spotDirection * step(gl_LightSource[1].spotCosCutoff, 0.0); // find the eight corners of the bounds vec4 c0 = gl_ProjectionMatrix * vec4(gl_LightSource[1].position.xyz + radius * (-up - right + back), 1.0); vec4 c1 = gl_ProjectionMatrix * vec4(gl_LightSource[1].position.xyz + radius * (-up + right + back), 1.0); vec4 c2 = gl_ProjectionMatrix * vec4(gl_LightSource[1].position.xyz + radius * (up - right + back), 1.0); vec4 c3 = gl_ProjectionMatrix * vec4(gl_LightSource[1].position.xyz + radius * (up + right + back), 1.0); vec4 c4 = gl_ProjectionMatrix * vec4(gl_LightSource[1].position.xyz + radius * (-up - right + gl_LightSource[1].spotDirection), 1.0); vec4 c5 = gl_ProjectionMatrix * vec4(gl_LightSource[1].position.xyz + radius * (-up + right + gl_LightSource[1].spotDirection), 1.0); vec4 c6 = gl_ProjectionMatrix * vec4(gl_LightSource[1].position.xyz + radius * (up - right + gl_LightSource[1].spotDirection), 1.0); vec4 c7 = gl_ProjectionMatrix * vec4(gl_LightSource[1].position.xyz + radius * (up + right + gl_LightSource[1].spotDirection), 1.0); // find their projected extents vec2 extents = max( max(max(gl_Vertex.xy * (c0.xy / max(c0.w, 0.001)), gl_Vertex.xy * (c1.xy / max(c1.w, 0.001))), max(gl_Vertex.xy * (c2.xy / max(c2.w, 0.001)), gl_Vertex.xy * (c3.xy / max(c3.w, 0.001)))), max(max(gl_Vertex.xy * (c4.xy / max(c4.w, 0.001)), gl_Vertex.xy * (c5.xy / max(c5.w, 0.001))), max(gl_Vertex.xy * (c6.xy / max(c6.w, 0.001)), gl_Vertex.xy * (c7.xy / max(c7.w, 0.001))))); // make sure they don't extend beyond the screen extents = min(extents, vec2(1.0, 1.0)); gl_Position = vec4(gl_Vertex.xy * extents, 0.0, 1.0); gl_TexCoord[0] = vec4(dot(gl_Position, gl_ObjectPlaneS[3]), dot(gl_Position, gl_ObjectPlaneT[3]), 0.0, 1.0); }