Directional Shdaows, no alpha
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//*PIXEL*
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#version 450
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#extension GL_EXT_scalar_block_layout : enable
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#extension GL_EXT_nonuniform_qualifier : enable
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#extension GL_ARB_bindless_texture : enable
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const uint DIRECTIONAL_LIGHT = 1;
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const uint POINT_LIGHT = 2;
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const uint SPOT_LIGHT = 3;
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layout( std430, binding = 3) readonly buffer texture_buffer {
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uvec2 textures[1000];
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};
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layout(binding = 0) uniform uniform_per_frame
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{
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mat4 view;
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mat4 proj;
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uint shadow_texture_id;
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vec3 padding0;
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};
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layout (location=0) in VS_OUT
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{
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vec2 vsUV;
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};
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layout (location=0) out vec4 output_colour;
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void main()
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{
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uvec2 shadow_handle = textures[shadow_texture_id];
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float colour = texture(sampler2DArray(shadow_handle), vec3(vsUV, 0)).r;
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//colour = (1.0 - (1.0 - colour) * 1.4);
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output_colour = vec4(colour, colour, colour, 1.0);
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//output_colour = vec4(1,0,0,1);
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}
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