38 lines
1002 B
GLSL
38 lines
1002 B
GLSL
#version 420 core
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layout (triangles, invocations = 6) in; // здесь invocations соответствует числу сторон кубической карты теней
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layout (triangle_strip, max_vertices=18) out; // здесь max_vertices = 3 вершины * 6 вызовов на стороны куба
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struct LightData
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{
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vec3 position;
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vec3 color;
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vec3 attenuation;
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vec4 direction_angle;
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mat4 vp[6];
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};
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layout(std140, binding = 2) uniform Light
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{
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LightData data[64];
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int count;
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} light_g;
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uniform int light_i;
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out vec4 FragPos;
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out vec3 lightPos;
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out float radius;
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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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FragPos = gl_in[i].gl_Position;
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lightPos = light_g.data[light_i].position;
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radius = light_g.data[light_i].attenuation.r;
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gl_Position = light_g.data[light_i].vp[gl_InvocationID] * gl_in[i].gl_Position;
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gl_Layer = gl_InvocationID + light_i*6;
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EmitVertex();
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}
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EndPrimitive();
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} |