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30 lines
703 B
GLSL
30 lines
703 B
GLSL
#version 450
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layout(push_constant) uniform Push {
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mat4 lightSpaceMatrix;
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mat4 model;
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} push;
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layout(set = 0, binding = 1) uniform ShadowParams {
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int useBones;
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int useTexture;
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int alphaTest;
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int foliageSway;
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float windTime;
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float foliageMotionDamp;
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};
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layout(location = 0) in vec3 aPos;
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layout(location = 1) in vec2 aTexCoord;
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layout(location = 2) in vec4 aBoneWeights;
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layout(location = 3) in vec4 aBoneIndicesF;
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layout(location = 0) out vec2 TexCoord;
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layout(location = 1) out vec3 WorldPos;
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void main() {
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vec4 worldPos = push.model * vec4(aPos, 1.0);
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WorldPos = worldPos.xyz;
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TexCoord = aTexCoord;
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gl_Position = push.lightSpaceMatrix * worldPos;
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}
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