__shdBulbHardShadowsSunlight.vsh 443 B

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  1. precision highp float;
  2. #define MAX_LENGTH 2000.0
  3. attribute vec3 in_Position;
  4. attribute vec3 in_Normal;
  5. uniform vec2 u_vLightVector;
  6. uniform float u_fNormalCoeff;
  7. void main()
  8. {
  9. float finalLength = MAX_LENGTH*step(u_fNormalCoeff*dot(u_vLightVector, in_Normal.xy), 0.0);
  10. gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION]*vec4(in_Position.xy + in_Position.z*finalLength*u_vLightVector, 0.0, 1.0);
  11. gl_Position.z = 0.0;
  12. }