1 uniform mat4 LightMVP; // world matrix
4 const float bias0 = 0.9;
5 const float zPersFactor = 0.5;
6 const float bias1 = 1.0 - bias0 + 1e-6;
8 vec4 getPerspectiveFactor(in vec4 shadowPosition)
10 float pDistance = length(shadowPosition.xy);
11 float pFactor = pDistance * bias0 + bias1;
12 shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPersFactor);
14 return shadowPosition;
20 vec4 pos = LightMVP * gl_Vertex;
22 tPos = getPerspectiveFactor(pos);
24 gl_Position = vec4(tPos.xyz, 1.0);
25 gl_TexCoord[0].st = gl_MultiTexCoord0.st;