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prism/shaders/shadow.vert.nocompile.glsl

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layout (constant_id = 0) const int max_lights = 25;
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layout (location = 0) in vec3 inPosition;
#ifdef BONE
layout (location = 4) in ivec4 inBoneID;
layout (location = 5) in vec4 inBoneWeight;
#endif
layout (location = 0) out vec3 outPos;
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layout (location = 1) flat out int index;
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layout(push_constant, binding = 0) uniform PushConstant {
mat4 mvp, model;
};
#ifdef BONE
layout(std430, binding = 14) buffer readonly BoneInformation {
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mat4 bones[128];
};
#endif
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layout(std430, binding = 2) buffer readonly LightInformation {
vec3 light_locations[max_lights];
};
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void main() {
#ifdef BONE
mat4 BoneTransform;
BoneTransform = bones[inBoneID[0]] * inBoneWeight[0];
BoneTransform += bones[inBoneID[1]] * inBoneWeight[1];
BoneTransform += bones[inBoneID[2]] * inBoneWeight[2];
BoneTransform += bones[inBoneID[3]] * inBoneWeight[3];
gl_Position = mvp * BoneTransform * vec4(inPosition, 1.0);
outPos = vec3(model * vec4(inPosition, 1.0));
#else
gl_Position = mvp * vec4(inPosition, 1.0);
outPos = vec3(model * vec4(inPosition, 1.0));
#endif
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index = gl_BaseInstance;
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}