stk-code_catmod/data/shaders/instanced_shadowref.frag
Vincent Lejeune 6aed902ae0 Store depth in color buffer instead of depth
This allows for instance to blur it using already existing shaders
2014-11-01 22:38:38 +01:00

22 lines
383 B
GLSL

#ifndef GL_ARB_bindless_texture
uniform sampler2D tex;
#endif
#ifdef GL_ARB_bindless_texture
flat in uvec2 handle;
#endif
in vec2 uv;
in vec4 color;
out vec4 FragColor;
void main(void)
{
#ifdef GL_ARB_bindless_texture
vec4 col = texture(sampler2D(handle), uv);
#else
vec4 col = texture(tex, uv);
#endif
if (col.a < 0.5) discard;
FragColor = vec4(gl_FragCoord.z);
}