procedural-3d-engine/shaders/slang/shadowmappingcascade/depthpass.slang

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float3 Pos;
float2 UV;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float2 UV;
};
// todo: pass via specialization constant
#define SHADOW_MAP_CASCADE_COUNT 4
struct UBO {
float4x4 cascadeViewProjMat[SHADOW_MAP_CASCADE_COUNT];
};
[[vk::binding(3, 0)]] ConstantBuffer<UBO> ubo;
[[vk::binding(0, 1)]] Sampler2D colorMapSampler : register(s0, space1);
[shader("vertex")]
VSOutput vertexMain(VSInput input, uniform float4 meshPosition, uniform uint cascadeIndex)
{
VSOutput output;
output.UV = input.UV;
float3 pos = input.Pos + meshPosition.xyz;
output.Pos = mul(ubo.cascadeViewProjMat[cascadeIndex], float4(pos, 1.0));
return output;
}
[shader("fragment")]
void fragmentMain(VSOutput input)
{
float alpha = colorMapSampler.Sample(input.UV).a;
if (alpha < 0.5) {
clip(-1);
}
}