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#version 330 core
layout (location = 0) in vec3 pos;
layout (location = 1) in vec3 normal;
out vec3 FragPos;
out vec3 LocalPos;
out vec3 Backside;
out float BacksideIrradiance;
out vec3 Normal;
uniform sampler2D shadowmapTexture;
uniform vec3 lightPos;
uniform vec2 samplePositions[13];
uniform vec3 sampleWeights[13];
uniform int screenWidth;
uniform int screenHeight;
uniform mat4 model;
uniform mat4 view;
uniform mat4 lightView;
uniform mat4 lightViewInv;
uniform mat4 projection;
uniform mat4 lightProjection;
void main()
{
gl_Position = projection * view * model * vec4(pos, 1.0);
// calculate fragment position in world coordinates
FragPos = vec3(model * vec4(pos, 1));
// and local coordinates
LocalPos = pos;
Normal = normal;
// get fragment position in the light's projection space
vec4 lightSpace = lightProjection * lightView * model * vec4(pos, 1.0);
// and transform them to 2D coordinates
// (this is usually done by OpenGL after applying the vertex shader,
// so to get them here, we have to divide by w manually)
lightSpace = lightSpace / lightSpace.w;
vec2 shadowmapCoords = lightSpace.xy;
// map coordinates from [0 1] to [-1 +1]
// multiply by 0.99 first to shift coordinates towards the center slightly
// to prevent artifacts at the edges
shadowmapCoords = vec2(
(shadowmapCoords.x * 0.99 + 1) / 2,
(shadowmapCoords.y * 0.99 + 1) / 2
);
// sample shadowmap (brightness encodes distance of fragment to light)
vec4 t = texture(shadowmapTexture, shadowmapCoords);
BacksideIrradiance = t.r;
// calculate backside with distance(BacksideIrradiance) and lightDir
vec3 lightDir = normalize(FragPos - lightPos);
Backside = (lightPos + (lightDir * BacksideIrradiance));
}
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