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authorDan Goodliffe <dan@randomdan.homeip.net>2024-01-28 02:25:11 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2024-01-28 02:25:11 +0000
commit892513f81ed68e05d4dedb99f51de5bc46cab6b2 (patch)
tree19209bc3f1c58123bd497c7c555ac8c7d251c351 /gfx/gl/shaders/shadowDynamicPointInst.vs
parentSet light view point uniform once (diff)
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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/shadowDynamicPointInst.vs')
-rw-r--r--gfx/gl/shaders/shadowDynamicPointInst.vs1
1 files changed, 0 insertions, 1 deletions
diff --git a/gfx/gl/shaders/shadowDynamicPointInst.vs b/gfx/gl/shaders/shadowDynamicPointInst.vs
index b0b80da..d0eb649 100644
--- a/gfx/gl/shaders/shadowDynamicPointInst.vs
+++ b/gfx/gl/shaders/shadowDynamicPointInst.vs
@@ -2,7 +2,6 @@
include(`meshIn.glsl')
-uniform mat4 viewProjection;
uniform ivec3 viewPoint;
layout(location = 5) in mat3 model;
layout(location = 8) in ivec3 modelPos;