diff options
| author | Tim Foley <tfoley@nvidia.com> | 2017-06-09 11:34:21 -0700 |
|---|---|---|
| committer | Tim Foley <tfoley@nvidia.com> | 2017-06-09 13:44:59 -0700 |
| commit | fcf83dbf9effab3bd98bad2b83b2468b7eb05cfd (patch) | |
| tree | 41047c94883b86ec085a81597391ce3ef557cd43 /tests/glsl/sascha-willems/shadowmapping/offscreen.vert | |
| parent | 52e8d4b9a27ab0060f874c3a63ab531847be35c0 (diff) | |
Initial import of code.
Diffstat (limited to 'tests/glsl/sascha-willems/shadowmapping/offscreen.vert')
| -rw-r--r-- | tests/glsl/sascha-willems/shadowmapping/offscreen.vert | 23 |
1 files changed, 23 insertions, 0 deletions
diff --git a/tests/glsl/sascha-willems/shadowmapping/offscreen.vert b/tests/glsl/sascha-willems/shadowmapping/offscreen.vert new file mode 100644 index 000000000..e5d18fc88 --- /dev/null +++ b/tests/glsl/sascha-willems/shadowmapping/offscreen.vert @@ -0,0 +1,23 @@ +//TEST:COMPARE_GLSL: +#version 450 + +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_420pack : enable + +layout (location = 0) in vec3 inPos; + +layout (binding = 0) uniform UBO +{ + mat4 depthMVP; +} ubo; + +out gl_PerVertex +{ + vec4 gl_Position; +}; + + +void main() +{ + gl_Position = ubo.depthMVP * vec4(inPos, 1.0); +}
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