/****************************************************************************
**
** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL3$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see http://www.qt.io/terms-conditions. For further
** information use the contact form at http://www.qt.io/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPLv3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or later as published by the Free
** Software Foundation and appearing in the file LICENSE.GPL included in
** the packaging of this file. Please review the following information to
** ensure the GNU General Public License version 2.0 requirements will be
** met: http://www.gnu.org/licenses/gpl-2.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/

#version 150 core

in vec3 vertexPosition;
in vec3 vertexNormal;

out vec4 positionInLightSpace;
out vec3 position;
out vec3 normal;

uniform mat4 lightViewProjection;
uniform mat4 modelMatrix;
uniform mat4 modelView;
uniform mat3 modelViewNormal;
uniform mat4 mvp;

void main()
{
    // positionInLightSpace = lightViewProjection * modelMatrix * vec4(vertexPosition, 1.0);
    const mat4 shadowMatrix = mat4(0.5, 0.0, 0.0, 0.0,
                                   0.0, 0.5, 0.0, 0.0,
                                   0.0, 0.0, 0.5, 0.0,
                                   0.5, 0.5, 0.5, 1.0);

    positionInLightSpace = shadowMatrix * lightViewProjection * modelMatrix * vec4(vertexPosition, 1.0);

    normal = normalize(modelViewNormal * vertexNormal);
    position = vec3(modelView * vec4(vertexPosition, 1.0));

    gl_Position = mvp * vec4(vertexPosition, 1.0);
}
