procedural-3d-engine/data/shaders/shadowmappingcascade/depthpass.vert

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GLSL
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2017-12-09 21:12:55 +01:00
#version 450
layout (location = 0) in vec3 inPos;
// todo: pass via specialization constant
#define SHADOW_MAP_CASCADE_COUNT 4
layout(push_constant) uniform PushConsts {
uint cascadeIndex;
} pushConsts;
layout (binding = 0) uniform UBO {
mat4[SHADOW_MAP_CASCADE_COUNT] cascadeViewProjMat;
} ubo;
out gl_PerVertex {
vec4 gl_Position;
};
void main()
{
gl_Position = ubo.cascadeViewProjMat[pushConsts.cascadeIndex] * vec4(inPos, 1.0);
}