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authorDan Goodliffe <dan@randomdan.homeip.net>2026-01-31 02:51:16 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2026-01-31 02:51:16 +0000
commitbc0958cc863083b4082161bf12456fdf28ab1c77 (patch)
treef970782f232d86325f14a36b83125791f24335af /gfx/gl/shaders/shadowStencil.vert
parentInitial commit using tesselation shader to create curves (diff)
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Rename shader source in keeping with glsl expectations
Swaps name/type of generated files to match class names and source files.
Diffstat (limited to 'gfx/gl/shaders/shadowStencil.vert')
-rw-r--r--gfx/gl/shaders/shadowStencil.vert19
1 files changed, 19 insertions, 0 deletions
diff --git a/gfx/gl/shaders/shadowStencil.vert b/gfx/gl/shaders/shadowStencil.vert
new file mode 100644
index 0000000..e6286e6
--- /dev/null
+++ b/gfx/gl/shaders/shadowStencil.vert
@@ -0,0 +1,19 @@
+#version 460 core
+
+layout(binding = 1) uniform usampler2DRect materialData;
+
+include(`meshIn.glsl')
+include(`materialDetail.glsl')
+include(`getMaterialDetail.glsl')
+
+out vec3 FragPos;
+out vec2 TexCoords;
+flat out MaterialDetail Material;
+
+void
+main()
+{
+ TexCoords = texCoord;
+ Material = getMaterialDetail(material);
+ FragPos = position;
+}