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8c03ed8be5
This gets the shaders needed for creating shadow maps, and the changes to the lighting pipeline for binding the shadow maps, but no generation or reading is done yet. It feels like parts of various systems are getting a little big for their britches and I need to do an audit of various things.
16 lines
250 B
GLSL
16 lines
250 B
GLSL
#version 450
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layout (push_constant) uniform PushConstants {
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mat4 Model;
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};
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layout (location = 0) in vec4 vertex;
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layout (location = 0) out int InstanceIndex;
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void
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main (void)
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{
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gl_Position = Model * vertex;
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InstanceIndex = gl_InstanceIndex;
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}
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