engine/assets/shaders/shadow.glsl

33 lines
546 B
GLSL

// UBOs
layout(std140, binding = 0) uniform Matrices {
mat4 projection;
mat4 view;
};
layout(std430, binding = 3) readonly buffer DrawCmdDatas {
// Access by gl_DrawID
mat4 transforms[];
};
// Input, output blocks
#if VERTEX_SHADER
layout(location = 0) in vec3 aPos;
void main() {
mat4 model = transforms[gl_DrawID];
gl_Position = projection * view * model * vec4(aPos.xyz, 1.0);
}
#endif // VERTEX_SHADER
#if FRAGMENT_SHADER
void main() {
//gl_FragDepth = gl_FragCoord.z / gl_FragCoord.w;
}
#endif // FRAGMNET_SHADER