Added cascaded shadow mapping example

This commit is contained in:
saschawillems 2017-12-09 21:12:55 +01:00
parent f4281096ea
commit 3c150e18f3
14 changed files with 1081 additions and 0 deletions

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#version 450
layout (binding = 1) uniform sampler2DArray shadowMap;
layout (location = 0) in vec2 inUV;
layout (location = 0) out vec4 outFragColor;
layout(push_constant) uniform PushConsts {
uint cascadeIndex;
} pushConsts;
void main()
{
float depth = texture(shadowMap, vec3(inUV, float(pushConsts.cascadeIndex))).r;
outFragColor = vec4(vec3((depth)), 1.0);
}