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- #version 330 core
- in vec4 frag;
- uniform vec3 u_light_pos;
- uniform float u_far_plane;
- uniform bool u_is_lit;
- void main()
- {
- if (!u_is_lit) {
- discard;
- }
- float light_distance = length(frag.xyz - u_light_pos);
- light_distance = light_distance / u_far_plane;
- gl_FragDepth = light_distance;
- }
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