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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-01-28 02:25:11 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-01-28 02:25:11 +0000 |
commit | 892513f81ed68e05d4dedb99f51de5bc46cab6b2 (patch) | |
tree | 19209bc3f1c58123bd497c7c555ac8c7d251c351 /gfx/gl/shaders/commonShadowPoint.glsl | |
parent | Set light view point uniform once (diff) | |
download | ilt-892513f81ed68e05d4dedb99f51de5bc46cab6b2.tar.bz2 ilt-892513f81ed68e05d4dedb99f51de5bc46cab6b2.tar.xz ilt-892513f81ed68e05d4dedb99f51de5bc46cab6b2.zip |
Geometry shader for single pass shadow maps
2D array texture, 4 levels, geometry shader outputs to each layer for a specific band, single
scene rendering.
Pending massive tidy up.
Diffstat (limited to 'gfx/gl/shaders/commonShadowPoint.glsl')
-rw-r--r-- | gfx/gl/shaders/commonShadowPoint.glsl | 5 |
1 files changed, 3 insertions, 2 deletions
diff --git a/gfx/gl/shaders/commonShadowPoint.glsl b/gfx/gl/shaders/commonShadowPoint.glsl index 47722d6..ba4611a 100644 --- a/gfx/gl/shaders/commonShadowPoint.glsl +++ b/gfx/gl/shaders/commonShadowPoint.glsl @@ -1,7 +1,8 @@ +out vec4 vworldPos; + void main() { vec3 worldPos = model * position; - gl_Position = viewProjection * vec4(worldPos - viewPoint + modelPos, 1); - gl_Position.z = max(gl_Position.z, -1); + vworldPos = vec4(worldPos - viewPoint + modelPos, 1); } |