#version 450 layout (binding = 1) uniform samplerCube shadowCubeMap; layout (location = 0) in vec2 inUV; layout (location = 0) out vec4 outFragColor; void main() { outFragColor.rgb = vec3(0.05); vec3 samplePos = vec3(0.0f); // Crude statement to visualize different cube map faces based on UV coordinates int x = int(floor(inUV.x / 0.25f)); int y = int(floor(inUV.y / (1.0 / 3.0))); if (y == 1) { vec2 uv = vec2(inUV.x * 4.0f, (inUV.y - 1.0/3.0) * 3.0); uv = 2.0 * vec2(uv.x - float(x) * 1.0, uv.y) - 1.0; switch (x) { case 0: // NEGATIVE_X samplePos = vec3(-1.0f, uv.y, uv.x); break; case 1: // POSITIVE_Z samplePos = vec3(uv.x, uv.y, 1.0f); break; case 2: // POSITIVE_X samplePos = vec3(1.0, uv.y, -uv.x); break; case 3: // NEGATIVE_Z samplePos = vec3(-uv.x, uv.y, -1.0f); break; } } else { if (x == 1) { vec2 uv = vec2((inUV.x - 0.25) * 4.0, (inUV.y - float(y) / 3.0) * 3.0); uv = 2.0 * uv - 1.0; switch (y) { case 0: // NEGATIVE_Y samplePos = vec3(uv.x, -1.0f, uv.y); break; case 2: // POSITIVE_Y samplePos = vec3(uv.x, 1.0f, -uv.y); break; } } } if ((samplePos.x != 0.0f) && (samplePos.y != 0.0f)) { float dist = length(texture(shadowCubeMap, samplePos).xyz) * 0.005; outFragColor = vec4(vec3(dist), 1.0); } }