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Shadow mapping render pass (#11244)
Co-authored-by: x2048 <codeforsmile@gmail.com>
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26
client/shaders/shadow_shaders/pass1_trans_vertex.glsl
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26
client/shaders/shadow_shaders/pass1_trans_vertex.glsl
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uniform mat4 LightMVP; // world matrix
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varying vec4 tPos;
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const float bias0 = 0.9;
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const float zPersFactor = 0.5;
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const float bias1 = 1.0 - bias0 + 1e-6;
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vec4 getPerspectiveFactor(in vec4 shadowPosition)
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{
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float pDistance = length(shadowPosition.xy);
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float pFactor = pDistance * bias0 + bias1;
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shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPersFactor);
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return shadowPosition;
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}
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void main()
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{
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vec4 pos = LightMVP * gl_Vertex;
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tPos = getPerspectiveFactor(LightMVP * gl_Vertex);
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gl_Position = vec4(tPos.xyz, 1.0);
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gl_TexCoord[0].st = gl_MultiTexCoord0.st;
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}
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