mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-11-03 20:10:23 +01:00
feat(vulkan): vulkan 1.4 core with the user interface and the launcher, shaders split into ogl46/vk14 with SPIR-V binaries loaded first
This commit is contained in:
25
shaders/ogl46/depthprepass.vert
Normal file
25
shaders/ogl46/depthprepass.vert
Normal file
@@ -0,0 +1,25 @@
|
||||
#version 460 core
|
||||
#define STAGE_VERTEX 1
|
||||
// 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.glsl"
|
||||
|
||||
invariant gl_Position;
|
||||
|
||||
layout(location = 2) 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;
|
||||
#ifdef MODEL_DRAWS
|
||||
f_model_draw = uint(gl_DrawID);
|
||||
#endif
|
||||
}
|
||||
Reference in New Issue
Block a user