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luanti/client/shaders/shadow_shaders/pass1_fragment.glsl
2021-06-06 18:51:21 +02:00

14 lines
241 B
GLSL

uniform sampler2D ColorMapSampler;
varying vec4 tPos;
void main()
{
vec4 col = texture2D(ColorMapSampler, gl_TexCoord[0].st);
if (col.a < 0.70)
discard;
float depth = 0.5 + tPos.z * 0.5;
gl_FragColor = vec4(depth, 0.0, 0.0, 1.0);
}