quakeforge/libs/video/renderer/vulkan/shader/lighting_cube.frag

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#version 450
#extension GL_GOOGLE_include_directive : enable
layout (set = 0, binding = 0) buffer ShadowMatrices {
mat4 shadow_mats[];
};
layout (set = 3, binding = 0) uniform samplerCubeArrayShadow shadow_map[32];
float
shadow (uint map_id, uint layer, uint mat_id, vec3 pos)
{
vec4 p = shadow_mats[mat_id] * vec4 (pos, 1);
float depth = (p / p.w).z;
return texture (shadow_map[map_id], vec4 (p.xyz, layer), depth);
}
#include "lighting_main.finc"