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directional mapping for single directional light source
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#pragma once | ||
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// TODO: change from static to editable during runtime | ||
namespace tri::config { | ||
static constexpr auto CAMERA_FAR_PLANE = 300.f; | ||
static constexpr auto CAMERA_NEAR_PLANE = 0.1f; | ||
static constexpr struct { | ||
unsigned int w = 1024; | ||
unsigned int h = 1024; | ||
} SHADOW_RESOLUTION; | ||
} | ||
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void main() | ||
{ | ||
} |
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uniform mat4 rotation; | ||
uniform mat4 transform; | ||
uniform mat4 projection; | ||
in vec3 vPos; | ||
//in vec3 vCol; | ||
//out vec3 pos; | ||
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void main(){ | ||
gl_Position = projection * transform * rotation * vec4(vPos, 1.0); | ||
} |
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