2017-12-09 21:12:55 +01:00
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#version 450
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layout (binding = 1) uniform sampler2DArray shadowMap;
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layout (location = 0) in vec2 inUV;
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2017-12-21 21:28:31 +01:00
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layout (location = 1) flat in uint inCascadeIndex;
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2017-12-09 21:12:55 +01:00
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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2017-12-21 21:28:31 +01:00
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float depth = texture(shadowMap, vec3(inUV, float(inCascadeIndex))).r;
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2017-12-09 21:12:55 +01:00
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outFragColor = vec4(vec3((depth)), 1.0);
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}
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