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Geometry shader support+omnidirectional depth map shader+improvements
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21
res/shaders/directional-depth-map.glsl
Executable file
21
res/shaders/directional-depth-map.glsl
Executable file
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//shader:vertex
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#version 410
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layout(location=0) in vec3 vertPosIn;
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uniform mat4 modelMat;
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uniform mat4 projViewMat;
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void main()
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{
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gl_Position = projViewMat * modelMat * vec4(vertPosIn, 1);
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}
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//shader:fragment
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#version 410
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void main()
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{
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// This implicitly writes to the depth buffer with no color operations
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// Equivalent: gl_FragDepth = gl_FragCoord.z;
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}
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