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prism/engine/shaders/omnishadow.frag.glsl

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layout (constant_id = 0) const int max_lights = 25;
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layout (location = 0) in vec3 inPos;
layout (location = 1) flat in int index;
layout (location = 0) out float outFragColor;
layout(std430, binding = 2) buffer readonly LightInformation {
vec4 light_locations[max_lights];
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};
void main() {
outFragColor = length(inPos - light_locations[index].xyz);
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}