godot/servers/rendering/renderer_rd/shaders/effects/shadow_frustum.glsl

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/* clang-format off */
#[vertex]
#version 450
#VERSION_DEFINES
/* clang-format on */
layout(push_constant, std430) uniform Info {
mat4 mvp;
vec4 color;
}
info;
layout(location = 0) in vec3 vertex_attrib;
void main() {
vec4 vertex = info.mvp * vec4(vertex_attrib, 1.0);
vertex.xyz /= vertex.w;
gl_Position = vec4(vertex.xy, 0.0, 1.0);
}
/* clang-format off */
#[fragment]
#version 450
#VERSION_DEFINES
layout(push_constant, std430) uniform Info {
mat4 mvp;
vec4 color;
}
info;
layout(location = 0) out vec4 frag_color;
void main() {
frag_color = info.color;
}