/** * Depth-only vertex shader for shadow passes. * * Reads object.model from group 0 (the per-object uniform buffer, offset 64) * and multiplies by lightVP from group 1. No fragment shader — depth-only pipeline. * * Reusable: cube shadow passes can use this with 6 different lightVP matrices. */ export declare const SHADOW_VERTEX_SHADER = "\nstruct ObjectUniforms {\n mvp: mat4x4,\n model: mat4x4,\n normalMatrix: mat4x4,\n};\n\n@group(0) @binding(0) var object: ObjectUniforms;\n@group(1) @binding(0) var lightVP: mat4x4;\n\n@vertex\nfn main(@location(0) position: vec3) -> @builtin(position) vec4 {\n return lightVP * object.model * vec4(position, 1.0);\n}\n"; //# sourceMappingURL=shadow-shader.d.ts.map