blob: 95e6a48b81f5fd426f4e49a638e044a8c5331ca2 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
|
layout(std140) uniform shadow_render_block
{
/* Use vectors to avoid alignment padding. */
ivec4 shadowSampleCount;
vec4 shadowInvSampleCount;
vec4 filterSize;
int viewCount;
int baseId;
float cubeTexelSize;
float storedTexelSize;
float nearClip;
float farClip;
float exponent;
};
out int layerID_g;
void main()
{
int v = gl_VertexID % 3;
layerID_g = gl_VertexID / 3;
float x = -1.0 + float((v & 1) << 2);
float y = -1.0 + float((v & 2) << 1);
gl_Position = vec4(x, y, 1.0, 1.0);
/* HACK avoid changing drawcall parameters. */
if (layerID_g >= viewCount) {
gl_Position = vec4(0.0);
}
layerID_g += baseId;
}
|