shadowmapvis_fp.glsl 153 B

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  1. uniform sampler2DShadow ShadowMap;
  2. void main()
  3. {
  4. float depth = shadow2D(ShadowMap, gl_TexCoord[0].stp).r;
  5. gl_FragColor = vec4(vec3(depth), 0.0);
  6. }