shadow_mapping_depth.hlsl
src/5.advanced_lighting/3.1.shadow_mapping/shadow_mapping_depth.hlsl · 21 lines
// The shadow pass: positions into the light's clip space, and nothing
// else. The pixel shader writes no colour; only the depth buffer is bound.
#pragma pack_matrix(row_major)
cbuffer transforms : register(b0)
{
float4x4 model;
float4x4 normal_matrix;
float4x4 view; // the light's
float4x4 projection; // the light's
float3 view_position;
};
float4 vs_main(float3 position : POSITION) : SV_Position
{
return mul(projection, mul(view, mul(model, float4(position, 1.0))));
}
void ps_main()
{
}