Files
QuaternionEngine/shaders/shadow.vert
2025-11-01 17:32:14 +09:00

35 lines
869 B
GLSL

#version 450
#extension GL_GOOGLE_include_directive : require
#extension GL_EXT_buffer_reference : require
#include "input_structures.glsl"
struct Vertex {
vec3 position; float uv_x;
vec3 normal; float uv_y;
vec4 color;
vec4 tangent;
};
layout(buffer_reference, std430) readonly buffer VertexBuffer{
Vertex vertices[];
};
layout(push_constant) uniform PushConsts {
mat4 render_matrix;
VertexBuffer vertexBuffer;
uint cascadeIndex; // which cascade this pass renders
// pad to 16-byte boundary implicitly
} PC;
void main()
{
Vertex v = PC.vertexBuffer.vertices[gl_VertexIndex];
vec4 worldPos = PC.render_matrix * vec4(v.position, 1.0);
// Use cascaded matrix; cascade 0 is the legacy near/simple map
uint ci = min(PC.cascadeIndex, uint(3));
gl_Position = sceneData.lightViewProjCascades[ci] * worldPos;
}