import msp_interface;
+uniform ShadowMap
+{
+ float shadow_darkness;
+ mat4 shd_world_matrix;
+};
+
+uniform sampler2DShadow shadow_map;
+
layout(constant_id=auto) const bool use_shadow_map = false;
#pragma MSP stage(vertex)
-void shadow_transform(vec4 eye_vertex)
+void shadow_transform(vec4 world_vertex)
{
- out vec3 shadow_coord = (shd_eye_matrix*eye_vertex).xyz;
+ out vec3 shadow_coord = (shd_world_matrix*world_vertex).xyz;
}
#pragma MSP stage(fragment)
{
if(use_shadow_map)
{
+ if(shadow_coord.x<0 || shadow_coord.x>1 || shadow_coord.y<0 || shadow_coord.y>1)
+ return 1.0;
float shadow_sample = texture(shadow_map, shadow_coord);
return mix(1.0, shadow_sample, shadow_darkness);
}