Work on geometry shader based shadows
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@@ -0,0 +1,9 @@
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#version 450 core
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uniform sampler2DArray screenTexture;
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in vec3 gTexPos;
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out vec4 fColor;
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void main()
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{
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fColor = texture(screenTexture,gTexPos);
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//fColor = vec4(0.05,0.01,0,1);
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}
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