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

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226 B
GLSL

// Copyright 2020 Google LLC
struct UBO
{
float4x4 depthMVP;
};
cbuffer ubo : register(b0) { UBO ubo; }
float4 main([[vk::location(0)]] float3 Pos : POSITION0) : SV_POSITION
{
return mul(ubo.depthMVP, float4(Pos, 1.0));
}