#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"