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prism/shaders/omnishadow.frag.glsl

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2020-08-11 12:07:21 -04:00
layout(location = 0) in vec3 inPos;
layout (location = 0) out float outFragColor;
layout(push_constant, binding = 0) uniform PushConstant {
mat4 mvp, model;
vec3 lightPos;
};
void main() {
outFragColor = length(inPos - lightPos);
}