20 lines
371 B
GLSL
20 lines
371 B
GLSL
#version 330 core
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layout(triangles) in;
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layout(triangle_strip, max_vertices = 18) out;
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uniform mat4 lightSpaceMat[6];
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out vec4 fragPos;
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void main() {
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for (int face = 0; face < 6; face++) {
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gl_Layer = face;
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for (int i = 0; i < 3; i++) {
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fragPos = gl_in[i].gl_Position;
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gl_Position = lightSpaceMat[face] * fragPos;
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EmitVertex();
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}
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EndPrimitive();
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}
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} |