24 lines
473 B
GLSL
24 lines
473 B
GLSL
#version 450 core
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layout(triangles, invocations = 5) in;
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layout(triangle_strip, max_vertices = 3) out;
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layout (std140, binding = 0) uniform LightSpaceMatrices
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{
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mat4 lightSpaceMatrices[16];
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};
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in vec2 vTexCoords[];
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out vec2 TexCoords;
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void main()
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{
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for (int i = 0; i < 3; ++i)
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{
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TexCoords = vTexCoords[i];
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gl_Position = lightSpaceMatrices[gl_InvocationID] * gl_in[i].gl_Position;
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gl_Layer = gl_InvocationID;
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EmitVertex();
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}
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EndPrimitive();
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} |