prosperon/source/shaders/shadow.sglsl

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@vs svs
in vec3 aPos;
uniform vs_p {
mat4 lightSpaceMatrix;
mat4 model;
};
void main()
{
gl_Position = lightSpaceMatrix * model * vec4(aPos, 1.0);
}
@end
@fs sfs
out float frag_color;
void main()
{
// frag_color = encode_depth(gl_FragCoord.z);
frag_color = gl_FragCoord.z;
}
@end
@program shadow svs sfs