pxmlw6n2f/Gazebo_Distributed_MPI/media/materials/programs/shadow_caster_vp.glsl

12 lines
241 B
GLSL

uniform mat4 world_view_proj_mat;
uniform vec4 texel_offsets;
varying vec4 vertex_depth;
void main()
{
vertex_depth = world_view_proj_mat * gl_Vertex;
gl_Position = vertex_depth;
gl_Position.xy += texel_offsets.zw * gl_Position.w;
}