uniform Shadow { mat4 shadow_matrix; }; uniform Camera { mat4 viewproj_matrix; }; uniform Surface { vec4 color; }; uniform mat4 model_matrix; uniform sampler2DShadow shadow_map; #pragma MSP stage(vertex) layout(location=0) in vec4 position; void main() { out vec4 world_position = model_matrix*position; gl_Position = viewproj_matrix*world_position; } #pragma MSP stage(fragment) layout(location=0) out vec4 frag_out; float get_shadow() { vec3 shadow_coord = (shadow_matrix*world_position).xyz; if(shadow_coord.x>=0 && shadow_coord.x<=1 && shadow_coord.y>=0 && shadow_coord.y<=1) return texture(shadow_map, shadow_coord); else return 1; } void main() { frag_out = vec4(color.rgb*get_shadow(), color.a); } /* Expected output: vertex layout(binding=72) uniform Camera { mat4 viewproj_matrix; }; layout(location=0) uniform mat4 model_matrix; layout(location=0) in vec4 position; layout(location=0) out vec4 world_position; void main() { world_position = model_matrix*position; gl_Position = viewproj_matrix*world_position; } */ /* Expected output: fragment layout(binding=71) uniform Shadow { mat4 shadow_matrix; }; layout(binding=77) uniform Surface { vec4 color; }; layout(location=4, binding=73) uniform sampler2DShadow shadow_map; layout(location=0) out vec4 frag_out; layout(location=0) in vec4 world_position; float get_shadow() { vec3 shadow_coord = (shadow_matrix*world_position).xyz; if(shadow_coord.x>=0.0&&shadow_coord.x<=1.0&&shadow_coord.y>=0.0&&shadow_coord.y<=1.0) return texture(shadow_map, shadow_coord); else return 1.0; } void main() { frag_out = vec4(color.rgb*get_shadow(), color.a); } */