#version 120 #define SHADOWS @shadows_enabled varying vec2 uv; varying float depth; #define PER_PIXEL_LIGHTING (@normalMap || @forcePPL) #if !PER_PIXEL_LIGHTING centroid varying vec4 lighting; centroid varying vec3 shadowDiffuseLighting; #else centroid varying vec4 passColor; #endif varying vec3 passViewPos; varying vec3 passNormal; #if SHADOWS @foreach shadow_texture_unit_index @shadow_texture_unit_list uniform int shadowTextureUnit@shadow_texture_unit_index; varying vec4 shadowSpaceCoords@shadow_texture_unit_index; @endforeach #endif // SHADOWS #include "lighting.glsl" void main(void) { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; depth = gl_Position.z; vec4 viewPos = (gl_ModelViewMatrix * gl_Vertex); gl_ClipVertex = viewPos; #if !PER_PIXEL_LIGHTING vec3 viewNormal = normalize((gl_NormalMatrix * gl_Normal).xyz); lighting = doLighting(viewPos.xyz, viewNormal, gl_Color, shadowDiffuseLighting); #else passColor = gl_Color; #endif passNormal = gl_Normal.xyz; passViewPos = viewPos.xyz; uv = gl_MultiTexCoord0.xy; #if SHADOWS // This matrix has the opposite handedness to the others used here, so multiplication must have the vector to the left. Alternatively it could be transposed after construction, but that's extra work for the GPU just to make the code look a tiny bit cleaner. mat4 eyePlaneMat; @foreach shadow_texture_unit_index @shadow_texture_unit_list eyePlaneMat = mat4(gl_EyePlaneS[shadowTextureUnit@shadow_texture_unit_index], gl_EyePlaneT[shadowTextureUnit@shadow_texture_unit_index], gl_EyePlaneR[shadowTextureUnit@shadow_texture_unit_index], gl_EyePlaneQ[shadowTextureUnit@shadow_texture_unit_index]); shadowSpaceCoords@shadow_texture_unit_index = viewPos * eyePlaneMat; @endforeach #endif // SHADOWS }