19 lines
331 B
GLSL
19 lines
331 B
GLSL
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layout (std140) uniform MatrixesData
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{
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mat4 ViewMatrix;
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mat4 ProjectionMatrix;
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mat4 InverseViewMatrix;
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mat4 InverseProjectionMatrix;
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mat4 ShadowViewProjMatrixes[4];
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vec2 screen;
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};
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uniform int idx;
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in vec3 Position;
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void main(void)
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{
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gl_Position = ShadowViewProjMatrixes[idx] * vec4(Position, 1.);
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}
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