- // Has side effect of changing the current unit
- depth_buf.bind_to(unit);
- float diam = radius*2;
- TexGen tg_s, tg_t, tg_r;
- tg_s.set_plane(Vector4(matrix[0]/diam, matrix[4]/diam, matrix[8]/diam, matrix[12]/diam+0.5f));
- tg_t.set_plane(Vector4(matrix[1]/diam, matrix[5]/diam, matrix[9]/diam, matrix[13]/diam+0.5f));
- tg_r.set_plane(Vector4(-matrix[2]/diam, -matrix[6]/diam, -matrix[10]/diam, 0.5f-matrix[14]/diam-depth_bias/size));
- tg_s.bind_to(unit, SCOORD);
- tg_t.bind_to(unit, TCOORD);
- tg_r.bind_to(unit, RCOORD);
+ unsigned unit = renderer.allocate_effect_texunit();
+ int iunit = unit;
+ shdata.uniform("shadow", iunit);
+
+ Bind _bind_depth(depth_buf, unit);
+
+ if(const Camera *camera = renderer.get_camera())
+ /* Multiply by camera's object matrix to form a matrix that transforms
+ from eye space to shadow space. */
+ shdata.uniform("shd_eye_matrix", shadow_matrix*camera->get_object_matrix());
+ else
+ shdata.uniform("shd_eye_matrix", shadow_matrix);