// Shadow map depth pass shader
// Renders depth from light's perspective for shadow mapping
struct DepthPassUniform {
light_view_proj: mat4x4<f32>,
model: mat4x4<f32>,
};
@group(0) @binding(0)
var<uniform> uniforms: DepthPassUniform;
struct VertexInput {
@location(0) position: vec3<f32>,
};
struct VertexOutput {
@builtin(position) position: vec4<f32>,
};
@vertex
fn vs_main(input: VertexInput) -> VertexOutput {
var output: VertexOutput;
let world_pos = uniforms.model * vec4<f32>(input.position, 1.0);
output.position = uniforms.light_view_proj * world_pos;
return output;
}
// Fragment shader is minimal - we only care about depth
@fragment
fn fs_main(input: VertexOutput) {
// Depth is written automatically by the depth attachment
// No color output needed
}