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debugshadowmap.frag 334B

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  1. #version 450
  2. layout (binding = 1) uniform sampler2DArray shadowMap;
  3. layout (location = 0) in vec2 inUV;
  4. layout (location = 1) flat in uint inCascadeIndex;
  5. layout (location = 0) out vec4 outFragColor;
  6. void main()
  7. {
  8. float depth = texture(shadowMap, vec3(inUV, float(inCascadeIndex))).r;
  9. outFragColor = vec4(vec3((depth)), 1.0);
  10. }