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luanti/client/shaders/shadow/pass1_trans/opengl_vertex.glsl
2025-10-15 23:08:43 +02:00

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1.1 KiB
GLSL

uniform mat4 LightMVP; // world matrix
uniform vec4 CameraPos;
varying vec4 tPos;
#ifdef COLORED_SHADOWS
varying vec3 varColor;
#endif
uniform float xyPerspectiveBias0;
uniform float xyPerspectiveBias1;
uniform float zPerspectiveBias;
#ifdef GL_ES
varying mediump vec2 varTexCoord;
#else
centroid varying vec2 varTexCoord;
#endif
vec4 getRelativePosition(in vec4 position)
{
vec2 l = position.xy - CameraPos.xy;
vec2 s = l / abs(l);
s = (1.0 - s * CameraPos.xy);
l /= s;
return vec4(l, s);
}
float getPerspectiveFactor(in vec4 relativePosition)
{
float pDistance = length(relativePosition.xy);
float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
return pFactor;
}
vec4 applyPerspectiveDistortion(in vec4 position)
{
vec4 l = getRelativePosition(position);
float pFactor = getPerspectiveFactor(l);
l.xy /= pFactor;
position.xy = l.xy * l.zw + CameraPos.xy;
position.z *= zPerspectiveBias;
return position;
}
void main()
{
vec4 pos = LightMVP * inVertexPosition;
tPos = applyPerspectiveDistortion(pos);
gl_Position = vec4(tPos.xyz, 1.0);
varTexCoord = inTexCoord0.xy;
#ifdef COLORED_SHADOWS
varColor = inVertexColor.rgb;
#endif
}