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https://git.code.sf.net/p/quake/quakeforge
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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.
25 lines
465 B
GLSL
25 lines
465 B
GLSL
#version 450
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layout (triangles) in;
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layout (triangle_strip, max_vertices = 3) out;
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layout (constant_id = 0) const int MaxLights = 128;
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layout (set = 0, binding = 0) uniform UBO {
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mat4 vp[MaxLights];
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} ubo;
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layout (location = 0) in int InstanceIndex[];
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void
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main (void)
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{
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int index = InstanceIndex[0];
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for (int i = 0; i < gl_in.length(); i++) {
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gl_Layer = index;
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gl_Position = ubo.vp[index] * gl_in[i].gl_Position;
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EmitVertex();
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}
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EndPrimitive();
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}
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