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authorDan Goodliffe <dan@randomdan.homeip.net>2022-12-03 03:41:32 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2022-12-03 03:41:32 +0000
commitaa75b018f3b97c72b57de68867417cbda51439c3 (patch)
tree446efaad2727ae6bff6433e8bfbf590e99d5e310 /gfx/gl/shaders/shadowFixedPoint.vs
parentAdd GL_DEBUG_OUTPUT with boost test error handling to test-render context (diff)
downloadilt-aa75b018f3b97c72b57de68867417cbda51439c3.tar.bz2
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Initial commit of the shadow map generator and shadows render interface
Lots of hard coding, buggy in places, far from great, but the basics work.
Diffstat (limited to 'gfx/gl/shaders/shadowFixedPoint.vs')
-rw-r--r--gfx/gl/shaders/shadowFixedPoint.vs13
1 files changed, 13 insertions, 0 deletions
diff --git a/gfx/gl/shaders/shadowFixedPoint.vs b/gfx/gl/shaders/shadowFixedPoint.vs
new file mode 100644
index 0000000..9e1cc62
--- /dev/null
+++ b/gfx/gl/shaders/shadowFixedPoint.vs
@@ -0,0 +1,13 @@
+#version 330 core
+
+layout(location = 0) in vec3 position;
+layout(location = 1) in vec3 normal;
+layout(location = 2) in vec2 tex;
+
+uniform mat4 viewProjection;
+
+void
+main()
+{
+ gl_Position = viewProjection * vec4(position, 1.0);
+}