stk-code_catmod/data/shaders/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

17 lines
285 B
GLSL

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