Revert "Shadows"

This commit is contained in:
Tobias Dahl
2016-03-03 14:24:43 +01:00
parent 1deb506fb2
commit 73b8bff1f3
21 changed files with 9 additions and 2280 deletions
@@ -1,13 +1,9 @@
#version 430
#define MAX_SPLITS 4
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform mat4 Bones[100];
uniform mat4 LightV[MAX_SPLITS];
uniform mat4 LightP[MAX_SPLITS];
layout(location = 0) in vec3 Position;
layout(location = 1) in vec3 Normal;
@@ -25,7 +21,6 @@ out VertexData{
vec2 TextureCoordinate;
vec4 ExplosionColor;
float ExplosionPercentageElapsed;
vec4 PositionLightSpace[MAX_SPLITS];
}Output;
void main()
@@ -48,9 +43,4 @@ void main()
Output.BiTangent = vec3(M * vec4(BiTangent, 0.0));
Output.ExplosionColor = vec4(1.0);
Output.ExplosionPercentageElapsed = 0.0;
for(int i = 0; i < MAX_SPLITS; i++)
{
Output.PositionLightSpace[i] = LightP[i] * LightV[i] * M * boneTransform * vec4(Position, 1.0);
}
}