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