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__shdBulbSoftShadowsSunlight.vsh 515 B

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  1. precision highp float;
  2. #define MAX_LENGTH 2000.0
  3. #define PENUMBRA_SCALE 0.003
  4. attribute vec3 in_Position;
  5. attribute vec3 in_Normal;
  6. attribute vec2 in_Texcoord;
  7. uniform vec3 u_vLightVector;
  8. varying vec2 v_vTexcoord;
  9. void main()
  10. {
  11. gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION]*vec4(in_Position.xy + MAX_LENGTH*(in_Position.z*u_vLightVector.xy + PENUMBRA_SCALE*u_vLightVector.z*in_Normal.z*normalize(vec2(u_vLightVector.y, -u_vLightVector.x))), 0.0, 1.0);
  12. v_vTexcoord = in_Texcoord;
  13. }