velage/shaders/lighting/shadows/shadows.gs.glsl

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577 B
GLSL

#version 420 core
layout (triangles) in;
layout (triangle_strip, max_vertices=18) out;
uniform mat4 shadowMatrices[6];
out vec4 FragPos; // FragPos from GS (output per emitvertex)
void main()
{
for(int face = 0; face < 6; ++face)
{
gl_Layer = face; // built-in variable that specifies to which face we render.
for(int i = 0; i < 3; ++i) // for each triangle vertex
{
FragPos = gl_in[i].gl_Position;
gl_Position = shadowMatrices[face] * FragPos;
EmitVertex();
}
EndPrimitive();
}
}