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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-09-07 12:35:03 +0100 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-09-07 12:35:03 +0100 |
commit | 5ec74c35fb1f2524add7fd03ace78667f93edb2e (patch) | |
tree | e8c560b6713aac68cc97bd957b5ffa8015ab75a0 /gfx/gl/shaders/shadowStencil.gs | |
parent | Populate all layers of the stencil texture (diff) | |
download | ilt-5ec74c35fb1f2524add7fd03ace78667f93edb2e.tar.bz2 ilt-5ec74c35fb1f2524add7fd03ace78667f93edb2e.tar.xz ilt-5ec74c35fb1f2524add7fd03ace78667f93edb2e.zip |
Populate all layers of shadow stencil with view from all around
Diffstat (limited to 'gfx/gl/shaders/shadowStencil.gs')
-rw-r--r-- | gfx/gl/shaders/shadowStencil.gs | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/gfx/gl/shaders/shadowStencil.gs b/gfx/gl/shaders/shadowStencil.gs index eea4643..2c3f9bd 100644 --- a/gfx/gl/shaders/shadowStencil.gs +++ b/gfx/gl/shaders/shadowStencil.gs @@ -6,7 +6,7 @@ include(`materialDetail.glsl') layout(triangles) in; layout(triangle_strip, max_vertices = 24) out; -uniform mat4 viewProjection; +uniform mat4 viewProjection[8]; in vec3 FragPos[]; in vec2 TexCoords[]; flat in MaterialDetail Material[]; @@ -16,9 +16,9 @@ flat out MaterialDetail gMaterial; void main() { - for (gl_Layer = 0; gl_Layer < 8; ++gl_Layer) { + for (gl_Layer = 0; gl_Layer < viewProjection.length(); ++gl_Layer) { for (int v = 0; v < FragPos.length(); ++v) { - gl_Position = viewProjection * vec4(FragPos[v], 1); + gl_Position = viewProjection[gl_Layer] * vec4(FragPos[v], 1); gTexCoords = TexCoords[v]; gMaterial = Material[v]; EmitVertex(); |