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/**
* Fullscreen pass that outputs one triangle to a specific layer.
* This uses layered rendering to filter all cubeface / layers in one drawcall.
*/
void main(void)
{
/* Fullscreen triangle. */
int v = gl_VertexID % 3;
interp.coord.x = float((v & 1) << 2);
interp.coord.y = float((v & 2) << 1);
gl_Position = vec4(interp.coord.xy * 2.0 - 1.0, 1.0, 1.0);
int cube_face = gl_VertexID / 3;
interp.layer = filter_buf.target_layer + cube_face;
interp.coord.z = float(interp.layer);
gpu_Layer = interp.layer;
#ifdef CUBEMAP
switch (cube_face) {
case 0:
interp.coord = gl_Position.zyx * vec3(1, -1, -1);
break;
case 1:
interp.coord = gl_Position.zyx * vec3(-1, -1, 1);
break;
case 2:
interp.coord = gl_Position.xzy * vec3(1, 1, 1);
break;
case 3:
interp.coord = gl_Position.xzy * vec3(1, -1, -1);
break;
case 4:
interp.coord = gl_Position.xyz * vec3(1, -1, 1);
break;
default:
interp.coord = gl_Position.xyz * vec3(-1, -1, -1);
break;
}
#endif
}
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