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luanti/client/shaders/shadow/pass1/opengl_fragment.glsl

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GLSL

// FIXME missing array texture handling
uniform sampler2D ColorMapSampler;
varying vec4 tPos;
#ifdef GL_ES
varying mediump vec2 varTexCoord;
#else
centroid varying vec2 varTexCoord;
#endif
void main()
{
vec4 col = texture2D(ColorMapSampler, varTexCoord);
// FIXME: magic number???
if (col.a < 0.70)
discard;
float depth = 0.5 + tPos.z * 0.5;
gl_FragColor = vec4(depth, 0.0, 0.0, 1.0);
}