pub fn light_tiling_depth_pre_pass(
renderlet_id: Id<PrimitiveDescriptor>,
vertex_index: u32,
geometry_slab: &[u32],
out_clip_pos: &mut Vec4,
)
Expand description
Depth pre-pass for the light tiling feature.
This shader writes all staged PrimitiveDescriptor
’s depth into a buffer.
This shader is very much like shadow_mapping_vertex
, except that
shader gets its projection+view matrix from the light stored in a
ShadowMapDescriptor
.
Here we want to render as normal forward pass would, with the PrimitiveDescriptor
and the Camera
’s view projection matrix.
§Note
This shader will likely be expanded to include parts of occlusion culling and order independent transparency.