15 lines
458 B
GLSL
15 lines
458 B
GLSL
#version 450
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uniform sampler2DArrayShadow SPIRV_Cross_CombinedShadowMapShadowSamplerPCF;
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layout(location = 0) in vec2 texCoords;
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layout(location = 1) in float cascadeIndex;
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layout(location = 2) in float fragDepth;
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layout(location = 0) out vec4 _entryPointOutput;
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void main()
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{
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_entryPointOutput = vec4(textureGrad(SPIRV_Cross_CombinedShadowMapShadowSamplerPCF, vec4(vec4(texCoords, cascadeIndex, fragDepth).xyz, fragDepth), vec2(0.0), vec2(0.0)));
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}
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