pointShadow_optimized.frag 465 B

123456789101112131415161718192021
  1. #version 150
  2. uniform sampler2D u_albedoSampler;
  3. uniform int u_hasTexture;
  4. uniform vec3 u_lightPos;
  5. uniform float u_farPlane;
  6. in vec4 v_fragPos;
  7. in vec2 v_finalTexCoord;
  8. void main ()
  9. {
  10. if ((u_hasTexture != 0)) {
  11. vec4 tmpvar_1;
  12. tmpvar_1 = texture (u_albedoSampler, v_finalTexCoord);
  13. if (((tmpvar_1.w * 255.0) < 1.0)) {
  14. discard;
  15. };
  16. };
  17. vec3 x_2;
  18. x_2 = (v_fragPos.xyz - u_lightPos);
  19. gl_FragDepth = (sqrt(dot (x_2, x_2)) / u_farPlane);
  20. }