16 lines
No EOL
421 B
GLSL
16 lines
No EOL
421 B
GLSL
// Copyright 2020 Google LLC
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Texture2DArray shadowMapTexture : register(t1);
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SamplerState shadowMapSampler : register(s1);
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struct VSOutput
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{
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[[vk::location(0)]] float2 UV : TEXCOORD0;
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[[vk::location(1)]] uint CascadeIndex : TEXCOORD1;
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};
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float4 main(VSOutput input) : SV_TARGET
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{
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float depth = shadowMapTexture.Sample(shadowMapSampler, float3(input.UV, float(input.CascadeIndex))).r;
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return float4(depth.xxx, 1.0);
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} |