SparrowRenderer/shaders/shadow.frag.glsl

28 lines
472 B
GLSL

#ifdef ALPHA_MASK
uniform sampler2D alphaMask;
in vec2 varTexCoord;
#endif
#ifdef POINT_LIGHT
in vec4 fragPos;
flat in int fcolor_idx;
uniform float far_plane;
#endif
void main()
{
#ifdef ALPHA_MASK
if(texture(alphaMask, varTexCoord).r < 0.5)
discard;
#endif
/*
#ifdef POINT_LIGHT
//gl_FragDepth = float(fcolor_idx)/6;
gl_FragDepth = length(fragPos.xyz)/far_plane;
#else
gl_FragDepth = gl_FragCoord.z;
#endif*/
gl_FragDepth = 0.5;
}