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