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23 lines
386 B
GLSL
23 lines
386 B
GLSL
#version 330 core
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layout (triangles) in;
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layout (triangle_strip, max_vertices = 18) out;
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out vec4 fragPos;
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uniform mat4 shadowMat[6];
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uniform bool point;
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void main(){
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if(point)
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for(int i = 0; i < 6; i++){
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gl_Layer = i;
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for(int j = 0; j < 3; j++){
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fragPos = gl_in[j].gl_Position;
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gl_Position = shadowMat[i] * fragPos;
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EmitVertex();
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}
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EndPrimitive();
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}
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}
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