// draws the geometry into the six faces of a cube shadow map at once, one invocation per face. the input is in the space of the // map, with the lamp at 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 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 scene: the depth is near / d, d the distance along the axis of the face layout(triangles, invocations = 6) in; layout(triangle_strip, max_vertices = 3) out; in vec3 g_pos[]; in vec2 g_coord[]; out vec2 f_coord; // near plane of the map, metres: closer surfaces (the lamp itself) cast no shadows layout(location = 0) uniform float cube_near; // layer of the cube map array the first face of the map is in layout(location = 1) uniform int cube_layer; // right, up and forward axes of the faces 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)); 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)); 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)); void main() { int face = gl_InvocationID; vec4 clip[3]; for (int i = 0; i < 3; i++) clip[i] = vec4(dot(g_pos[i], face_right[face]), dot(g_pos[i], face_up[face]), cube_near, dot(g_pos[i], face_forward[face])); // triangles wholly outside of the face are not sent further if ((clip[0].w < cube_near) && (clip[1].w < cube_near) && (clip[2].w < cube_near)) return; if ((clip[0].x > clip[0].w) && (clip[1].x > clip[1].w) && (clip[2].x > clip[2].w)) return; if ((clip[0].x < -clip[0].w) && (clip[1].x < -clip[1].w) && (clip[2].x < -clip[2].w)) return; if ((clip[0].y > clip[0].w) && (clip[1].y > clip[1].w) && (clip[2].y > clip[2].w)) return; if ((clip[0].y < -clip[0].w) && (clip[1].y < -clip[1].w) && (clip[2].y < -clip[2].w)) return; for (int i = 0; i < 3; i++) { gl_Layer = cube_layer + face; gl_Position = clip[i]; f_coord = g_coord[i]; EmitVertex(); } EndPrimitive(); }