/* Copyright (c) 2025, Sascha Willems * * SPDX-License-Identifier: MIT * */ [[vk::binding(1,0)]] Sampler2DArray shadowMapSampler; struct VSOutput { float4 Pos : SV_POSITION; float2 UV; }; [shader("vertex")] VSOutput vertexMain(uint VertexIndex: SV_VertexID) { VSOutput output; output.UV = float2((VertexIndex << 1) & 2, VertexIndex & 2); output.Pos = float4(output.UV * 2.0f - 1.0f, 0.0f, 1.0f); return output; } [shader("fragment")] float4 fragmentMain(VSOutput input, uniform float4 meshPosition, uniform uint cascadeIndex) { float depth = shadowMapSampler.Sample(float3(input.UV, float(cascadeIndex))).r; return float4(depth.xxx, 1.0); }