Kelsidavis-WoWee/assets/shaders/shadow.vert.glsl

30 lines
703 B
GLSL

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