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__shdBulbSoftShadows.vsh 474 B

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  1. precision highp float;
  2. #define MAX_LENGTH 500.0
  3. attribute vec3 in_Position;
  4. attribute vec3 in_Normal;
  5. attribute vec2 in_Texcoord;
  6. uniform vec3 u_vLight;
  7. varying vec2 v_vTexcoord;
  8. void main()
  9. {
  10. vec2 delta = in_Position.xy - u_vLight.xy;
  11. gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION]*vec4(in_Position.xy + MAX_LENGTH*(in_Position.z*delta + u_vLight.z*in_Normal.z*normalize(vec2(delta.y, -delta.x))), 0.0, 1.0);
  12. v_vTexcoord = in_Texcoord;
  13. }