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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.
23 lines
445 B
GLSL
23 lines
445 B
GLSL
#version 450
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layout (push_constant) uniform PushConstants {
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mat4 Model;
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float blend;
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};
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layout (location = 0) in vec4 vertexa;
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layout (location = 1) in vec3 normala;
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layout (location = 2) in vec4 vertexb;
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layout (location = 3) in vec3 normalb;
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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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vec4 vertex;
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vertex = mix (vertexa, vertexb, blend);
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gl_Position = Model * vertex;
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InstanceIndex = gl_InstanceIndex;
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}
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