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42 lines
688 B
GLSL
42 lines
688 B
GLSL
#version 330 core
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/*
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*/
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layout (triangles) in;
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layout (triangle_strip, max_vertices=3) out;
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in VS_OUT{
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vec2 tCoords;
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}gs_in[];
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out vec4 FragPos;
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out vec2 texCoords;
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uniform mat4 shadowMat[6];
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uniform bool environment;
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void main(){
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/*
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if(environment)
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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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gl_Position=gl_in[0].gl_Position;
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texCoords=gs_in[0].tCoords;
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EmitVertex();
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gl_Position=gl_in[1].gl_Position;
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texCoords=gs_in[1].tCoords;
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EmitVertex();
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gl_Position=gl_in[2].gl_Position;
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texCoords=gs_in[2].tCoords;
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EmitVertex();
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EndPrimitive();
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}
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