pub fn shadow_mapping_vertex(
renderlet_id: Id<PrimitiveDescriptor>,
vertex_index: u32,
geometry_slab: &[u32],
light_slab: &[u32],
out_clip_pos: &mut Vec4,
)
Expand description
Shadow mapping vertex shader.
It is assumed that a LightingDescriptor
is stored at Id(0)
of the
light_slab
.
This shader reads the LightingDescriptor
to find the shadow map to
be updated, then determines the clip positions to emit based on the
shadow map’s atlas texture.
It then renders the renderlet into the designated atlas frame.