uniform ShadowMap
{
float shadow_darkness;
- mat4 shd_eye_matrix;
+ 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)