mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-10-29 19:47:30 +01:00
Draw instances from the GPU culling with indirect draws, occlusion culling and a depth prepass
This commit is contained in:
20
shaders/depthprepass.vert
Normal file
20
shaders/depthprepass.vert
Normal file
@@ -0,0 +1,20 @@
|
||||
// depth prepass of the instances drawn from the gpu culling (opengl46_renderer::Render_Instances_Indirect()).
|
||||
// the position is worked out the way vertex.vert of the materials does it, and declared invariant in both, so the colour
|
||||
// pass which follows gets the same depth for the same surface
|
||||
|
||||
layout(location = 0) in vec3 v_vert;
|
||||
layout(location = 2) in vec2 v_coord;
|
||||
|
||||
#include <common>
|
||||
|
||||
invariant gl_Position;
|
||||
|
||||
out vec2 f_coord;
|
||||
|
||||
void main()
|
||||
{
|
||||
mat4 mv = effective_modelview();
|
||||
vec4 position = mv * vec4(v_vert, 1.0);
|
||||
gl_Position = projection * position;
|
||||
f_coord = v_coord;
|
||||
}
|
||||
Reference in New Issue
Block a user