stk-code_catmod/data/shaders/shadow.geom
Vincent Lejeune 70f89a8bce Shadow: Use 4 cascades.
Now that we use GS and textures array it's easier to add a cascade.
4 is still not optimal but I'd like to avoid cascade count inflation as
much as possible ; 4 x 1024x1024 has the bandwidth requirement of the
single 2048x2048 shadowmaps we previously had.
2014-02-11 21:49:46 +01:00

25 lines
404 B
GLSL

#version 330 core
uniform mat4 ModelViewProjectionMatrix[4];
layout(triangles) in;
layout(triangle_strip, max_vertices=12) out;
in vec2 tc[3];
out vec2 uv;
void main(void)
{
for (int j = 0; j<4; j++)
{
gl_Layer = j;
for(int i=0; i<3; i++)
{
uv = tc[i];
gl_Position = ModelViewProjectionMatrix[j] * gl_in[i].gl_Position;
EmitVertex();
}
EndPrimitive();
}
}