29 lines
No EOL
665 B
Text
29 lines
No EOL
665 B
Text
/* Copyright (c) 2025, Sascha Willems
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*
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* SPDX-License-Identifier: MIT
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*
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*/
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[[vk::binding(1,0)]] Sampler2DArray shadowMapSampler;
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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float2 UV;
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};
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[shader("vertex")]
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VSOutput vertexMain(uint VertexIndex: SV_VertexID)
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{
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VSOutput output;
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output.UV = float2((VertexIndex << 1) & 2, VertexIndex & 2);
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output.Pos = float4(output.UV * 2.0f - 1.0f, 0.0f, 1.0f);
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return output;
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}
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[shader("fragment")]
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float4 fragmentMain(VSOutput input, uniform float4 meshPosition, uniform uint cascadeIndex)
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{
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float depth = shadowMapSampler.Sample(float3(input.UV, float(cascadeIndex))).r;
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return float4(depth.xxx, 1.0);
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} |