#version 330 /******************************************************************************** * OpenGL-Framework * * Copyright (c) 2015 Daniel Chappuis * ********************************************************************************* * * * This software is provided 'as-is', without any express or implied warranty. * * In no event will the authors be held liable for any damages arising from the * * use of this software. * * * * Permission is granted to anyone to use this software for any purpose, * * including commercial applications, and to alter it and redistribute it * * freely, subject to the following restrictions: * * * * 1. The origin of this software must not be misrepresented; you must not claim * * that you wrote the original software. If you use this software in a * * product, an acknowledgment in the product documentation would be * * appreciated but is not required. * * * * 2. Altered source versions must be plainly marked as such, and must not be * * misrepresented as being the original software. * * * * 3. This notice may not be removed or altered from any source distribution. * * * ********************************************************************************/ // Uniform variables uniform mat4 localToWorldMatrix; // Local-space to world-space matrix uniform mat4 worldToCameraMatrix; // World-space to camera-space matrix uniform mat4 worldToLight0CameraMatrix; // World-space to light0 camera-space matrix (for shadow mapping) uniform mat4 worldToLight1CameraMatrix; // World-space to light1 camera-space matrix (for shadow mapping) uniform mat4 worldToLight2CameraMatrix; // World-space to light2 camera-space matrix (for shadow mapping) uniform mat4 projectionMatrix; // Projection matrix uniform mat3 normalMatrix; // Normal matrix uniform mat4 shadowMapLight0ProjectionMatrix; // Shadow map projection matrix for light 0 uniform mat4 shadowMapLight1ProjectionMatrix; // Shadow map projection matrix for light 1 uniform mat4 shadowMapLight2ProjectionMatrix; // Shadow map projection matrix for light 2 // In variables in vec4 vertexPosition; in vec3 vertexNormal; in vec2 textureCoords; // Out variables out vec3 vertexPosCameraSpace; // Camera-space position of the vertex out vec3 vertexNormalCameraSpace; // Vertex normal in camera-space out vec2 texCoords; // Texture coordinates out vec4 shadowMapCoords[3]; // Shadow map texture coords void main() { // Compute the vertex position vec4 positionCameraSpace = worldToCameraMatrix * localToWorldMatrix * vertexPosition; vertexPosCameraSpace = positionCameraSpace.xyz; // Compute the world surface normal vertexNormalCameraSpace = normalMatrix * vertexNormal; // Get the texture coordinates texCoords = textureCoords; // Compute the texture coords of the vertex in the shadow map mat4 worldToLightCameraMatrix[3]; worldToLightCameraMatrix[0] = worldToLight0CameraMatrix; worldToLightCameraMatrix[1] = worldToLight1CameraMatrix; worldToLightCameraMatrix[2] = worldToLight2CameraMatrix; mat4 shadowMapProjectionMatrix[3]; shadowMapProjectionMatrix[0] = shadowMapLight0ProjectionMatrix; shadowMapProjectionMatrix[1] = shadowMapLight1ProjectionMatrix; shadowMapProjectionMatrix[2] = shadowMapLight2ProjectionMatrix; for (int l=0; l < 3; l++) { shadowMapCoords[l] = shadowMapProjectionMatrix[l] * worldToLightCameraMatrix[l] * localToWorldMatrix * vertexPosition; } // Compute the clip-space vertex coordinates gl_Position = projectionMatrix * positionCameraSpace; }