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XCEngine/参考/Fermion/Boson/Resources/Shaders/Shadow.glsl

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GLSL

#type vertex
#version 450 core
layout(location = 0) in vec3 a_Position;
// Model uniform buffer (binding = 1)
layout(std140, binding = 1) uniform ModelData
{
mat4 u_Model;
mat4 u_NormalMatrix;
int u_ObjectID;
};
// Light uniform buffer (binding = 2)
layout(std140, binding = 2) uniform LightData
{
mat4 u_LightSpaceMatrix;
vec3 u_DirLightDirection;
float u_DirLightIntensity;
vec3 u_DirLightColor;
float _lightPadding0;
float u_ShadowBias;
float u_ShadowSoftness;
int u_EnableShadows;
float _lightPadding1;
float u_AmbientIntensity;
int u_NumPointLights;
int u_NumSpotLights;
};
void main() {
gl_Position = u_LightSpaceMatrix * u_Model * vec4(a_Position, 1.0);
}
#type fragment
#version 450 core
void main() {
}