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-rw-r--r--3rdparty/bgfx/examples/31-rsm/vs_rsm_shadow.sc24
1 files changed, 24 insertions, 0 deletions
diff --git a/3rdparty/bgfx/examples/31-rsm/vs_rsm_shadow.sc b/3rdparty/bgfx/examples/31-rsm/vs_rsm_shadow.sc
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index 00000000000..41bf8ab118d
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+++ b/3rdparty/bgfx/examples/31-rsm/vs_rsm_shadow.sc
@@ -0,0 +1,24 @@
+$input a_position, a_normal
+$output v_normal // RSM shadow
+
+/*
+ * Copyright 2016 Joseph Cherlin. All rights reserved.
+ * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
+ */
+
+#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);
+}