20 lines
449 B
GLSL
20 lines
449 B
GLSL
#version 330 core
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layout(location = 0) in vec2 pos;
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layout(location = 1) in vec2 texCoords;
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uniform mat4 lightSpaceMat[16];
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uniform int numMats;
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uniform sampler2D gBPos;
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out vec2 texCoord;
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out vec4 fragPosLightSpace[16];
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void main() {
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texCoord = texCoords;
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vec3 fragPos = texture(gBPos, texCoord).xyz;
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for (int i = 0; i < numMats; i++) {
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fragPosLightSpace[i] = lightSpaceMat[i] * vec4(fragPos, 1.0);
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}
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gl_Position = vec4(pos, 0.0, 1.0);
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} |