pointfbo.fs 304 B

1234567891011121314151617181920
  1. #version 330 core
  2. in vec4 frag;
  3. uniform vec3 u_light_pos;
  4. uniform float u_far_plane;
  5. uniform bool u_is_lit;
  6. void main()
  7. {
  8. if (!u_is_lit) {
  9. discard;
  10. }
  11. float light_distance = length(frag.xyz - u_light_pos);
  12. light_distance = light_distance / u_far_plane;
  13. gl_FragDepth = light_distance;
  14. }