1234567891011121314 |
- #version 450
-
- layout (binding = 1) uniform sampler2DArray shadowMap;
-
- layout (location = 0) in vec2 inUV;
- layout (location = 1) flat in uint inCascadeIndex;
-
- layout (location = 0) out vec4 outFragColor;
-
- void main()
- {
- float depth = texture(shadowMap, vec3(inUV, float(inCascadeIndex))).r;
- outFragColor = vec4(vec3((depth)), 1.0);
- }
|