$input a_position, a_normal $output v_normal // RSM shadow /* * Copyright 2016 Joseph Cherlin. All rights reserved. * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE */ #include "../common/common.sh" uniform vec4 u_tint; void main() { gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0) ); // Calculate normal. Note that compressed normal is stored in the vertices vec3 normalObjectSpace = a_normal.xyz*2.0+-1.0; // Normal is stored in [0,1], remap to [-1,1]. // Transform normal into view space. v_normal = mul(u_modelView, vec4(normalObjectSpace, 0.0) ).xyz; // Normalize to remove (uniform...) scaling v_normal = normalize(v_normal); }