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55 lines
1.0 KiB
GLSL
Executable File
55 lines
1.0 KiB
GLSL
Executable File
//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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void main()
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{
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gl_Position = modelMat * vec4(vertPosIn, 1);
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}
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//shader:geometry
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#version 410
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layout (triangles) in;
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#define NUM_PROJ_VIEW_MATS 4
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// 3 * NUM_PROJ_VIEW_MATS
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layout (triangle_strip, max_vertices=12) out;
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// This is the same number as max spot lights or whatever else is being rendered
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uniform mat4 projViewMats[NUM_PROJ_VIEW_MATS];
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out vec4 FragPos;
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void main()
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{
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for(int projViewMatIndex = 0; projViewMatIndex < NUM_PROJ_VIEW_MATS; projViewMatIndex++){
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gl_Layer = projViewMatIndex;
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mat4 projViewMat = projViewMats[projViewMatIndex];
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for(int i = 0; i < 3; i++)
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{
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FragPos = gl_in[i].gl_Position;
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gl_Position = projViewMat * FragPos;
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EmitVertex();
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}
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EndPrimitive();
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}
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}
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//shader:fragment
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#version 410
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in vec4 FragPos;
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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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