procedural-3d-engine/shaders/hlsl/shadowmappingomni/offscreen.frag
2023-05-09 21:03:02 +02:00

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320 B
GLSL

// Copyright 2020 Google LLC
struct VSOutput
{
[[vk::location(0)]] float4 Pos : POSITION0;
[[vk::location(1)]] float3 LightPos : POSITION1;
};
float main(VSOutput input) : SV_TARGET
{
// Store distance to light as 32 bit float value
float3 lightVec = input.Pos.xyz - input.LightPos;
return length(lightVec);
}