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Vulkan: parity with GL (P1–P7), shared GPU culling records (N6c), threaded command recording and render thread (M1, M4)
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31
shaders/vk14/shadowcube.vert
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31
shaders/vk14/shadowcube.vert
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#version 460 core
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#extension GL_EXT_multiview : require
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#define STAGE_VERTEX 1
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// draws the geometry into the six faces of a cube shadow map of a lamp at once, a view of the multiview rendering per face (the
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// geometry shader shadowcube.geom of the opengl renderer). the modelview takes the geometry to the space of the map, with the lamp at
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// the origin. the faces go in the order of the faces of a cube map (+x, -x, +y, -y, +z, -z), each looks the way glm::lookAt() with
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// the usual up vectors of cube maps sets it, with a 90 degree projection of infinite reach and reversed depth like the one of the
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// scene: the depth is near / d, d the distance along the axis of the face. the near plane of the map, LOCAL_SHADOW_NEAR: closer
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// surfaces (the lamp itself) cast no shadows
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#include "common.glsl"
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layout(location = 0) in vec3 v_vert;
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layout(location = 2) in vec2 v_coord;
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layout(location = 2) out vec2 f_coord;
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// right, up and forward axes of the faces
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const vec3 face_right[6] = vec3[](vec3(0.0, 0.0, -1.0), vec3(0.0, 0.0, 1.0), vec3(1.0, 0.0, 0.0), vec3(1.0, 0.0, 0.0), vec3(1.0, 0.0, 0.0), vec3(-1.0, 0.0, 0.0));
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const vec3 face_up[6] = vec3[](vec3(0.0, -1.0, 0.0), vec3(0.0, -1.0, 0.0), vec3(0.0, 0.0, 1.0), vec3(0.0, 0.0, -1.0), vec3(0.0, -1.0, 0.0), vec3(0.0, -1.0, 0.0));
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const vec3 face_forward[6] = vec3[](vec3(1.0, 0.0, 0.0), vec3(-1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, -1.0, 0.0), vec3(0.0, 0.0, 1.0), vec3(0.0, 0.0, -1.0));
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void main()
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{
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vec3 position = (effective_modelview() * vec4(v_vert, 1.0f)).xyz;
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int face = int(gl_ViewIndex);
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gl_Position = vec4(dot(position, face_right[face]), dot(position, face_up[face]), LOCAL_SHADOW_NEAR, dot(position, face_forward[face]));
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f_coord = v_coord;
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#ifdef MODEL_DRAWS
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// which block of the multi draw the fragments read (common.glsl)
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f_model_draw = MODEL_DRAW;
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#endif
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}
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