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

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#version 450
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec2 inUV;
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// todo: pass via specialization constant
#define SHADOW_MAP_CASCADE_COUNT 4
layout(push_constant) uniform PushConsts {
vec4 position;
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uint cascadeIndex;
} pushConsts;
layout (binding = 0) uniform UBO {
mat4[SHADOW_MAP_CASCADE_COUNT] cascadeViewProjMat;
} ubo;
layout (location = 0) out vec2 outUV;
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out gl_PerVertex {
vec4 gl_Position;
};
void main()
{
outUV = inUV;
vec3 pos = inPos + pushConsts.position.xyz;
gl_Position = ubo.cascadeViewProjMat[pushConsts.cascadeIndex] * vec4(pos, 1.0);
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}