procedural-3d-engine/data/shaders/shadowmappingcascade/debugshadowmap.frag
2017-12-09 21:12:55 +01:00

17 lines
No EOL
370 B
GLSL

#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);
}