v4k-git-backup/engine/art/shaders/vs_332_32.glsl

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uniform mat4 u_mvp;
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in vec3 att_position;
in vec3 att_normal;
in vec2 att_texcoord;
in vec4 att_color;
out vec4 v_color;
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out vec3 v_position;
out vec3 v_position_ws;
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out vec3 v_normal;
out vec3 v_normal_ws;
out vec2 v_texcoord;
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// shadow
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uniform mat4 model, view, proj;
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uniform mat4 cameraToShadowProjector; // !VSMCUBE
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out vec4 vneye;
out vec4 vpeye;
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out vec4 sc; // !VSMCUBE
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void do_shadow() {
vneye = view * model * vec4(att_normal, 0.0f);
vpeye = view * model * vec4(att_position, 1.0);
sc = cameraToShadowProjector * model * vec4(att_position, 1.0f);
}
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void main() {
gl_Position = u_mvp * vec4(att_position, 1.0);
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v_position = att_position;
v_position_ws = vec3(model * vec4(att_position, 1.));
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v_normal = normalize(att_normal);
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v_normal_ws = normalize(vec3(model * vec4(att_normal, 0.))); // normal world/model space
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v_texcoord = att_texcoord;
v_color = att_color;
do_shadow();
}