24 lines
325 B
GLSL
24 lines
325 B
GLSL
// Shadow Map shader
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#type vertex
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#version 430
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layout(location = 0) in vec3 a_Position;
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uniform mat4 u_ViewProjection;
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uniform mat4 u_Transform;
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void main()
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{
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gl_Position = u_ViewProjection * u_Transform * vec4(a_Position, 1.0);
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}
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#type fragment
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#version 430
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layout(location = 0) out vec4 o_Color;
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void main()
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{
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}
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