summaryrefslogtreecommitdiff
path: root/gfx/gl/shaders/shadowFixedPoint.vs
diff options
context:
space:
mode:
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/shadowFixedPoint.vs
parentSet light view point uniform once (diff)
downloadilt-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/shadowFixedPoint.vs')
-rw-r--r--gfx/gl/shaders/shadowFixedPoint.vs1
1 files changed, 0 insertions, 1 deletions
diff --git a/gfx/gl/shaders/shadowFixedPoint.vs b/gfx/gl/shaders/shadowFixedPoint.vs
index 307aac2..1376388 100644
--- a/gfx/gl/shaders/shadowFixedPoint.vs
+++ b/gfx/gl/shaders/shadowFixedPoint.vs
@@ -2,7 +2,6 @@
include(`meshIn.glsl')
-uniform mat4 viewProjection;
uniform ivec3 viewPoint;
const mat3 model = mat3(1);
const ivec3 modelPos = ivec3(0);