layout(triangles) in; #ifdef POINT_LIGHT // inspired from // http://learnopengl.com/#!Advanced-Lighting/Shadows/Point-Shadows layout(triangle_strip, max_vertices = 18) out; uniform mat4 projectionMatrix; uniform mat4 viewMatrices[6]; out vec4 FragPos; // debug parameter flat out int fcolor_idx; void main(void){ for (int layerId = 0; layerId < 6; ++layerId){ mat4 MVP = projectionMatrix * viewMatrices[layerId]; for (int i = 0; i < gl_in.length(); ++i){ gl_Layer = layerId; fcolor_idx = layerId; FragPos = gl_in[i].gl_Position; gl_Position = MVP * FragPos; EmitVertex(); } EndPrimitive(); } } #elif defined CASCADED layout(triangle_strip, max_vertices = 9) out; uniform mat4 frontShadowMVP; uniform mat4 midShadowMVP; uniform mat4 backShadowMVP; // TODO #endif