934d1f10b8
The 3 cascades are now rendered in a single pass, using 2D array texture and a GS to do the dispatch ("layered rendering"). It's possible to use instancing instead but it requires the AMD_vertex_shader_layer extension which is oddly part of opengl 4.2.
7 lines
73 B
GLSL
7 lines
73 B
GLSL
#version 330
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out vec4 FragColor;
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void main()
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{
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FragColor = vec4(1.0);
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}
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