uniform mat4 LightMVP; // world matrix varying vec4 tPos; const float bias0 = 0.9; const float zPersFactor = 0.5; const float bias1 = 1.0 - bias0 + 1e-6; vec4 getPerspectiveFactor(in vec4 shadowPosition) { float pDistance = length(shadowPosition.xy); float pFactor = pDistance * bias0 + bias1; shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPersFactor); return shadowPosition; } void main() { vec4 pos = LightMVP * gl_Vertex; tPos = getPerspectiveFactor(pos); gl_Position = vec4(tPos.xyz, 1.0); gl_TexCoord[0].st = gl_MultiTexCoord0.st; }