Add alternate shadow volume rendering pathway (layered geo)
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@@ -1,6 +1,6 @@
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#version 450 core
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layout (triangles) in;
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layout (triangle_strip, max_vertices = 3) out;
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layout (points) in;
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layout (triangle_strip, max_vertices = 4) out;
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layout (invocations = 20) in;
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layout (std140, binding = 1) uniform LightsBlock
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{
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@@ -8,18 +8,26 @@ layout (std140, binding = 1) uniform LightsBlock
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vec4 colRad[20];
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} ;
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float theBool = posBool[gl_InvocationID].w;
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in vec2 vTexPos[];
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out vec2 gTexPos;
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void main()
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{
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if (theBool == 1){
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for (int i = 0; i < 3; i++)
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{
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gTexPos = vTexPos[i];
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gTexPos = vec2(0,1);
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gl_Position = vec4(-1,1,0,1) ;
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gl_Layer = gl_InvocationID;
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EmitVertex();
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gTexPos = vec2(0,0);
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gl_Position = vec4(-1,-1,0,1) ;
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gl_Layer = gl_InvocationID;
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EmitVertex();
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gTexPos = vec2(1,1);
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gl_Position = vec4(1,1,0,1) ;
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gl_Layer = gl_InvocationID;
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EmitVertex();
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gTexPos = vec2(1,0);
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gl_Position = vec4(1,-1,0,1) ;
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gl_Layer = gl_InvocationID;
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gl_Position = gl_in[i].gl_Position;
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EmitVertex();
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}
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EndPrimitive();
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}else {}
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}
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