mame/3rdparty/bgfx/examples/31-rsm/vs_rsm_shadow.sc
Miodrag Milanović 812e6094f4
Update BGFX, BX and BIMG (#10789)
* Update to bgfx a93a714632b79b5ddbf5c86ac323fa9b76ed3433
Co-authored-by: Бранимир Караџић <branimirkaradzic@gmail.com>
2023-01-05 09:32:40 -05:00

25 lines
678 B
Scala

$input a_position, a_normal
$output v_normal // RSM shadow
/*
* Copyright 2016 Joseph Cherlin. All rights reserved.
* License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
*/
#include "../common/common.sh"
uniform vec4 u_tint;
void main()
{
gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0) );
// Calculate normal. Note that compressed normal is stored in the vertices
vec3 normalObjectSpace = a_normal.xyz*2.0+-1.0; // Normal is stored in [0,1], remap to [-1,1].
// Transform normal into view space.
v_normal = mul(u_modelView, vec4(normalObjectSpace, 0.0) ).xyz;
// Normalize to remove (uniform...) scaling
v_normal = normalize(v_normal);
}