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30
engines/stark/shaders/stark_shadow.vertex
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30
engines/stark/shaders/stark_shadow.vertex
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in vec3 position1;
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in vec3 position2;
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in float bone1;
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in float bone2;
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in float boneWeight;
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const int maxBones = 70;
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uniform mat4 mvp;
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uniform vec4 boneRotation[maxBones];
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uniform vec3 bonePosition[maxBones];
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uniform vec3 lightDirection;
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vec3 qrot(vec4 q, vec3 v) {
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return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
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}
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void main() {
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vec3 b1 = qrot(boneRotation[int(bone1)], position1) + bonePosition[int(bone1)];
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vec3 b2 = qrot(boneRotation[int(bone2)], position2) + bonePosition[int(bone2)];
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vec3 modelPosition = mix(b2, b1, boneWeight);
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// Project the modelPosition to the xz plane
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vec3 shadowPosition = modelPosition + lightDirection * (-modelPosition.y / lightDirection.y);
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// In case precision problem
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shadowPosition.y = 0.0;
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gl_Position = mvp * vec4(shadowPosition.xyz, 1.0);
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}
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