第 2 课:Shadow Map - Orthographic Projection
实现
uniform vec2 iResolution;
attribute vec4 color;
varying vec3 vLightDir;
varying vec3 vNormal;
varying vec4 vColor;
mat4 getLightProjection() {
float ratio = iResolution.x / iResolution.y;
float left = -2.0 * ratio;
float right = 2.0 * ratio;
float top = 2.0;
float bottom = -2.0;
float far = 8.0;
float near = 0.1;
mat4 lightProjection = transpose(mat4(
vec4((2.0/(right-left)), 0.0, 0.0, -(right+left)/(right-left)),
vec4(0.0, (2.0/(top-bottom)), 0.0, -(top+bottom)/(top-bottom)),
vec4(0.0, 0.0, (-2.0/(far - near)), -(far+near)/(far - near)),
vec4(0.0, 0.0, 0.0, 1.0)
));
return lightProjection;
}
void main() {
vec3 lightDir = normalize(vec3(-0.5, -0.8, 0.0));
vec3 lightPos = vec3(1.5, 2.4, 0.0);
vec3 worldUp = vec3(0.0, 1.0, 0.0);
vec3 v_right = normalize(cross(worldUp, -lightDir));
vec3 v_up = normalize(cross(-lightDir, v_right));
mat4 lightMatrix = transpose(mat4(
vec4(v_right,0.0),
vec4(v_up, 0.0),
vec4(-lightDir, 0.0),
vec4(0.0, 0.0, 0.0, 1.0)
));
mat4 translateMatrix = transpose(mat4(
vec4(1.0, 0.0, 0.0, -lightPos.x),
vec4(0.0, 1.0, 0.0, -lightPos.y),
vec4(0.0, 0.0, 1.0, -lightPos.z),
vec4(0.0, 0.0, 0.0, 1.0)
));
mat4 lightView = lightMatrix * translateMatrix;
gl_Position = getLightProjection() * lightView * modelMatrix * vec4(position, 1.0);
vLightDir = lightDir;
vNormal = mat3(modelMatrix) * normal;
vColor = color;
}