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Add source code for the cascaded shadow mapping guest article.
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24
src/8.guest/2021/2.csm/10.shadow_mapping.vs
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24
src/8.guest/2021/2.csm/10.shadow_mapping.vs
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#version 460 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aNormal;
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layout (location = 2) in vec2 aTexCoords;
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out vec2 TexCoords;
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out VS_OUT {
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vec3 FragPos;
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vec3 Normal;
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vec2 TexCoords;
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} vs_out;
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uniform mat4 projection;
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uniform mat4 view;
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uniform mat4 model;
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void main()
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{
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vs_out.FragPos = vec3(model * vec4(aPos, 1.0));
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vs_out.Normal = transpose(inverse(mat3(model))) * aNormal;
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vs_out.TexCoords = aTexCoords;
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gl_Position = projection * view * model * vec4(aPos, 1.0);
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}
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