uniform mat4 LightMVP; // world matrix varying vec4 tPos; #ifdef COLORED_SHADOWS varying vec3 varColor; #endif uniform float xyPerspectiveBias0; uniform float xyPerspectiveBias1; uniform float zPerspectiveBias; vec4 getPerspectiveFactor(in vec4 shadowPosition) { float pDistance = length(shadowPosition.xy); float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1; shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPerspectiveBias); return shadowPosition; } void main() { vec4 pos = LightMVP * gl_Vertex; tPos = getPerspectiveFactor(LightMVP * gl_Vertex); gl_Position = vec4(tPos.xyz, 1.0); gl_TexCoord[0].st = gl_MultiTexCoord0.st; #ifdef COLORED_SHADOWS varColor = gl_Color.rgb; #endif }