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Jun 14th, 2025
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  1. #version 460 core
  2. layout (triangles) in;
  3. layout (triangle_strip, max_vertices=18) out;
  4.  
  5. uniform mat4 shadowMatrices[6];
  6.  
  7. out vec4 FragPos; // FragPos from GS (output per emitvertex)
  8. uniform int index;
  9.  
  10. void main()
  11. {
  12. for(int face = 0; face < 6; ++face)
  13. {
  14.  
  15. gl_Layer = face; // built-in variable that specifies to which face we render.
  16. for(int i = 0; i < 3; ++i) // for each triangle vertex
  17. {
  18. FragPos = gl_in[i].gl_Position;
  19. gl_Position = shadowMatrices[face] * FragPos;
  20. EmitVertex();
  21. }
  22. EndPrimitive();
  23. }
  24. }
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