Revert "Revert "Shadows""

This reverts commit 73b8bff1f3.
This commit is contained in:
FakeShemp
2016-03-07 19:45:46 +01:00
parent 3edc2f4819
commit 2049d630e9
21 changed files with 2280 additions and 9 deletions
@@ -1,5 +1,7 @@
#version 430
#define MAX_SPLITS 4
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
@@ -22,6 +24,7 @@ in VertexData{
vec2 TextureCoordinate;
vec4 ExplosionColor;
float ExplosionPercentageElapsed;
vec4 PositionLightSpace[MAX_SPLITS];
}Input[];
out VertexData{
@@ -32,6 +35,7 @@ out VertexData{
vec2 TextureCoordinate;
vec4 ExplosionColor;
float ExplosionPercentageElapsed;
vec4 PositionLightSpace[MAX_SPLITS];
}Output;
layout(triangles) in;
@@ -145,6 +149,7 @@ void main()
Output.TextureCoordinate = Input[i].TextureCoordinate;
Output.Tangent = Input[i].Tangent;
Output.BiTangent = Input[i].BiTangent;
Output.PositionLightSpace = Input[i].PositionLightSpace;
// convert to model space for the gravity to always be in -y
vec4 ExplodedPositionInModelSpace = M * vec4(ExplodedPosition, 1.0);
@@ -186,6 +191,7 @@ void main()
Output.TextureCoordinate = Input[i].TextureCoordinate;
Output.Tangent = Input[i].Tangent;
Output.BiTangent = Input[i].BiTangent;
Output.PositionLightSpace = Input[i].PositionLightSpace;
// no change in position, pass through vertex
gl_Position = gl_in[i].gl_Position;