21/shaders/sun_shadow.geom

22 lines
495 B
GLSL

#version 420 core
layout(triangles, invocations = 4) in; // здесь invocations должно соответствовать количеству каскадов
layout(triangle_strip, max_vertices = 3) out;
layout(std140, binding = 3) uniform Sun
{
vec3 direction;
vec3 color;
mat4 vp[4];
} sun;
void main()
{
for (int i = 0; i < 3; ++i)
{
gl_Position = sun.vp[gl_InvocationID] * gl_in[i].gl_Position;
gl_Layer = gl_InvocationID;
EmitVertex();
}
EndPrimitive();
}