29 lines
No EOL
596 B
GLSL
29 lines
No EOL
596 B
GLSL
#version 450
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec2 inUV;
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// todo: pass via specialization constant
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#define SHADOW_MAP_CASCADE_COUNT 4
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layout(push_constant) uniform PushConsts {
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vec4 position;
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uint cascadeIndex;
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} pushConsts;
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layout (binding = 0) uniform UBO {
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mat4[SHADOW_MAP_CASCADE_COUNT] cascadeViewProjMat;
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} ubo;
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layout (location = 0) out vec2 outUV;
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out gl_PerVertex {
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vec4 gl_Position;
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};
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void main()
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{
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outUV = inUV;
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vec3 pos = inPos + pushConsts.position.xyz;
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gl_Position = ubo.cascadeViewProjMat[pushConsts.cascadeIndex] * vec4(pos, 1.0);
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} |