Вершинный шейдер теней направленного источника
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#version 420 core
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layout (location = 0) in vec3 pos;
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uniform mat4 model;
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layout(std140, binding = 3) uniform Sun
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{
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vec3 direction;
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vec3 color;
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mat4 vp;
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} sun;
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void main()
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{
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gl_Position = sun.vp * model * vec4(pos, 1.0);
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}
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