procedural-3d-engine/data/shaders/shadowmappingcascade/debugshadowmap.frag

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334 B
GLSL

#version 450
layout (binding = 1) uniform sampler2DArray shadowMap;
layout (location = 0) in vec2 inUV;
layout (location = 1) flat in uint inCascadeIndex;
layout (location = 0) out vec4 outFragColor;
void main()
{
float depth = texture(shadowMap, vec3(inUV, float(inCascadeIndex))).r;
outFragColor = vec4(vec3((depth)), 1.0);
}