Files
flower/source/shader/terrain/render_sdsm_depth.glsl
2023-04-23 21:57:20 +08:00

36 lines
823 B
GLSL

#version 460
#extension GL_GOOGLE_include_directive : enable
#include "common.glsl"
#ifdef VERTEX_SHADER ///////////// vertex shader start
layout(location = 0) in vec2 i_VertexPos;
void main()
{
const int cbtID = 0;
const uint nodeID = gl_InstanceIndex;
cbt_Node node = cbt_DecodeNode(cbtID, nodeID);
vec4 triangleVertices[3] = DecodeTriangleVertices(node);
vec2 triangleTexCoords[3] = vec2[3](triangleVertices[0].xy, triangleVertices[1].xy, triangleVertices[2].xy);
VertexAttribute attrib = TessellateTriangle(triangleTexCoords, i_VertexPos);
const vec4 worldPos = u_ModelMatrix * attrib.position;
gl_Position = cascadeInfos[cascadeId].viewProj * worldPos;
}
#endif
#ifdef PIXEL_SHADER
layout(location = 0) out vec4 outColor;
void main()
{
outColor = vec4(0.0f);
}
#endif