pointfbo.gs 381 B

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  1. #version 330 core
  2. layout (triangles) in;
  3. layout (triangle_strip, max_vertices=18) out;
  4. uniform mat4 u_shadow_matrices[6];
  5. out vec4 frag;
  6. void main()
  7. {
  8. for (int face=0; face<6; ++face) {
  9. gl_Layer = face;
  10. for (int i=0; i<3; ++i) {
  11. frag = gl_in[i].gl_Position;
  12. gl_Position = u_shadow_matrices[face] * frag;
  13. EmitVertex();
  14. }
  15. EndPrimitive();
  16. }
  17. }