第 3 课:Shadow Map - Depth Buffer
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, 0.0),
vec4(0.0, 2.0/(top - bottom), 0.0, 0.0),
vec4(0.0, 0.0, 2.0/(near - far), 0.0),
vec4(0.0, 0.0, 0.0, 1.0)
));
mat4 translate = transpose(mat4(
vec4(1.0, 0.0, 0.0, -(right + left)/2.0),
vec4(0.0, 1.0, 0.0, -(top + bottom)/2.0),
vec4(0.0, 0.0, 1.0, (near + far)/2.0),
vec4(0.0, 0.0, 0.0, 1.0)
));
lightProjection *= translate;
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 vectorRight = normalize(cross(worldUp,-lightDir));
vec3 vectorUp = normalize(cross(-lightDir, vectorRight));
mat4 lightView = transpose(mat4(
vec4(vectorRight, 0.0),
vec4(vectorUp, 0.0),
vec4(-lightDir, 0.0),
vec4(vec3(0.0), 1.0)
));
mat4 translate = 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(vec3(0.0), 1.0)
));
lightView *= translate;
gl_Position = getLightProjection() * lightView * modelMatrix * vec4(position, 1.0);
vLightDir = lightDir;
vNormal = mat3(modelMatrix) * normal;
vColor = color;
}