SparrowRenderer/shaders/shadow.frag.glsl

28 lines
448 B
GLSL

#ifdef ALPHA_MASK
uniform sampler2D alphaMask;
in vec2 varTexCoord;
#endif
out float fragmentdepth;
#ifdef POINT_LIGHT
in vec4 FragPos;
uniform vec3 pointLight;
uniform float far_plane;
#endif
void main()
{
#ifdef ALPHA_MASK
if(texture(alphaMask, varTexCoord).r < 0.5)
discard;
#endif
#ifdef POINT_LIGHT
fragmentdepth = length(FragPos.xyz - pointLight)/far_plane;
#else
fragmentdepth = gl_FragCoord.z;
#endif
}