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- #version 330 core
- layout (triangles) in;
- layout (triangle_strip, max_vertices=18) out;
- uniform mat4 u_shadow_matrices[6];
- in vec2 uv[];
- out vec4 ffrag;
- out vec2 fuv;
- void main()
- {
- for (int face=0; face<6; ++face) {
- gl_Layer = face;
- for (int i=0; i<3; ++i) {
- ffrag = gl_in[i].gl_Position;
- fuv = uv[i];
- gl_Position = u_shadow_matrices[face] * ffrag;
- EmitVertex();
- }
- EndPrimitive();
- }
- }
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