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https://git.code.sf.net/p/quake/quakeforge
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a626dc7ca8
This takes care of the type punning issue by each pass using the correct sampler type with the correct view types bound. Also, point light and spot light shadow maps are now guaranteed to be separated (it was just luck that they were before) and spot light maps may be significantly smaller as their cone angle is taken into account. Lighting is quite borked, but at least the engine is running again.
12 lines
246 B
GLSL
12 lines
246 B
GLSL
#version 450
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#extension GL_GOOGLE_include_directive : enable
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layout (set = 3, binding = 0) uniform sampler2DArrayShadow shadow_map[32];
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float
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shadow (uint map_id, uint layer, uint mat_id, vec3 pos)
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{
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return 1;
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}
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#include "lighting_main.finc"
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