procedural-3d-engine/shaders/hlsl/shadowmappingcascade/debugshadowmap.frag
2023-05-09 21:03:02 +02:00

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421 B
GLSL

// Copyright 2020 Google LLC
Texture2DArray shadowMapTexture : register(t1);
SamplerState shadowMapSampler : register(s1);
struct VSOutput
{
[[vk::location(0)]] float2 UV : TEXCOORD0;
[[vk::location(1)]] uint CascadeIndex : TEXCOORD1;
};
float4 main(VSOutput input) : SV_TARGET
{
float depth = shadowMapTexture.Sample(shadowMapSampler, float3(input.UV, float(input.CascadeIndex))).r;
return float4(depth.xxx, 1.0);
}