const char *standard_vertex_src[] =
{
+ "s", "uniform int shadow_unit;\n",
"n", "attribute vec3 tangent;\n",
"n", "attribute vec3 binormal;\n",
"t|n", "varying vec2 v_texcoord;\n",
"p|en", "\tv_eye_dir = vec3(dot(eye_tangent, eye_dir), dot(eye_binormal, eye_dir), dot(eye_normal, eye_dir));\n",
"p|e!n", "\tv_eye_dir = eye_dir;\n",
"t|n", "\tv_texcoord = gl_MultiTexCoord0.xy;\n",
- "s", "\tv_shadowcoord = vec3(dot(gl_EyePlaneS[3], eye_pos), dot(gl_EyePlaneT[3], eye_pos), dot(gl_EyePlaneR[3], eye_pos));\n",
+ "s", "\tv_shadowcoord = vec3(dot(gl_EyePlaneS[shadow_unit], eye_pos), dot(gl_EyePlaneT[shadow_unit], eye_pos), dot(gl_EyePlaneR[shadow_unit], eye_pos));\n",
"!lm", "\tv_color = gl_Color;\n",
0, "}",
0, 0
Effect(r),
size(s),
light(l),
- unit(3),
radius(1)
{
depth_buf.set_min_filter(LINEAR);
depth_buf.set_wrap(CLAMP_TO_EDGE);
depth_buf.storage(DEPTH_COMPONENT, size, size);
fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0);
+
+ set_texture_unit(3);
}
void ShadowMap::set_target(const Vector3 &t, float r)
void ShadowMap::set_texture_unit(unsigned u)
{
unit = u;
+
+ int i = unit;
+ shdata.uniform("shadow", i);
+ shdata.uniform("shadow_unit", i);
}
void ShadowMap::render(Renderer &renderer, const Tag &tag) const
tg_r.bind_to(RCOORD);
TexUnit::activate(0);
+ Renderer::Push _push_rend(renderer);
+ renderer.add_shader_data(shdata);
renderable.render(renderer, tag);
Texture::unbind_from(unit);