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Shadow mapping render pass (#11244)
Co-authored-by: x2048 <codeforsmile@gmail.com>
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13
client/shaders/shadow_shaders/pass1_fragment.glsl
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13
client/shaders/shadow_shaders/pass1_fragment.glsl
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uniform sampler2D ColorMapSampler;
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varying vec4 tPos;
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void main()
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{
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vec4 col = texture2D(ColorMapSampler, gl_TexCoord[0].st);
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if (col.a < 0.70)
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discard;
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float depth = 0.5 + tPos.z * 0.5;
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gl_FragColor = vec4(depth, 0.0, 0.0, 1.0);
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}
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