stk-code_catmod/data/shaders/shadowimportance.vert

32 lines
628 B
GLSL

#version 330 compatibility
uniform sampler2D dtex;
uniform mat4 ipvmat;
uniform mat4 shadowmat;
out vec3 wpos;
out vec2 texc;
float decdepth(vec4 rgba) {
return dot(rgba, vec4(1.0, 1.0/255.0, 1.0/65025.0, 1.0/16581375.0));
}
void main()
{
texc = gl_Vertex.xy / vec2(32767.0);
float z = decdepth(vec4(texture(dtex, texc).xyz, 0.0));
vec3 tmp = vec3(texc, z);
tmp = tmp * 2.0 - 1.0;
vec4 xpos = vec4(tmp, 1.0);
xpos = ipvmat * xpos;
xpos.xyz /= xpos.w;
wpos = xpos.xyz;
// Now we have this pixel's world-space position. Convert to shadow space.
vec4 pos = shadowmat * vec4(xpos.xyz, 1.0);
gl_Position = pos;
}