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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-09-03 01:37:03 +0100 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-09-03 01:37:03 +0100 |
commit | f22f79330f9b8851cda76d1e11555877cbb72d80 (patch) | |
tree | 5d1934ff10a5be4a609791a8ab2327b39a4c0ae4 /gfx/gl/shaders/shadowStencil.gs | |
parent | Update stencil texture to 2d array (diff) | |
download | ilt-f22f79330f9b8851cda76d1e11555877cbb72d80.tar.bz2 ilt-f22f79330f9b8851cda76d1e11555877cbb72d80.tar.xz ilt-f22f79330f9b8851cda76d1e11555877cbb72d80.zip |
Populate all layers of the stencil texture
Albeit with the same projection
Diffstat (limited to 'gfx/gl/shaders/shadowStencil.gs')
-rw-r--r-- | gfx/gl/shaders/shadowStencil.gs | 28 |
1 files changed, 28 insertions, 0 deletions
diff --git a/gfx/gl/shaders/shadowStencil.gs b/gfx/gl/shaders/shadowStencil.gs new file mode 100644 index 0000000..eea4643 --- /dev/null +++ b/gfx/gl/shaders/shadowStencil.gs @@ -0,0 +1,28 @@ +#version 330 core +#extension GL_ARB_viewport_array : enable + +include(`materialDetail.glsl') + +layout(triangles) in; +layout(triangle_strip, max_vertices = 24) out; + +uniform mat4 viewProjection; +in vec3 FragPos[]; +in vec2 TexCoords[]; +flat in MaterialDetail Material[]; +out vec2 gTexCoords; +flat out MaterialDetail gMaterial; + +void +main() +{ + for (gl_Layer = 0; gl_Layer < 8; ++gl_Layer) { + for (int v = 0; v < FragPos.length(); ++v) { + gl_Position = viewProjection * vec4(FragPos[v], 1); + gTexCoords = TexCoords[v]; + gMaterial = Material[v]; + EmitVertex(); + } + EndPrimitive(); + } +} |