#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); }