Run shadow render pass and compute light position in vertex shaders
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@@ -1,10 +1,12 @@
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#version 450
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layout(location = 0) out vec3 frag_normal;
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layout(location = 1) out vec4 light_pos;
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layout(push_constant) uniform vp_t {
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mat4 transform;
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} vp;
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layout(push_constant) uniform push_t {
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mat4 vp;
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mat4 light_vp;
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} push;
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vec2 vertices[4] = vec2[](
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vec2(-1, -1),
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@@ -15,6 +17,8 @@ vec2 vertices[4] = vec2[](
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void main() {
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const vec2 pos = 3 * vertices[gl_VertexIndex];
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gl_Position = vp.transform * vec4(pos.x, 0, pos.y, 1);
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const vec4 world_pos = vec4(pos.x, 0, pos.y, 1);
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gl_Position = push.vp * world_pos;
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frag_normal = vec3(0, 1, 0);
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light_pos = push.light_vp * world_pos;
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}
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