varienceShadowMap_optimized.frag 412 B

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  1. #version 150
  2. uniform sampler2D u_albedoSampler;
  3. uniform int u_hasTexture;
  4. in vec2 v_texCoord;
  5. out vec2 outColor;
  6. void main ()
  7. {
  8. if ((u_hasTexture != 0)) {
  9. vec4 tmpvar_1;
  10. tmpvar_1 = texture (u_albedoSampler, v_texCoord);
  11. if ((tmpvar_1.w <= 0.1)) {
  12. discard;
  13. };
  14. };
  15. vec2 tmpvar_2;
  16. tmpvar_2.x = gl_FragCoord.z;
  17. tmpvar_2.y = (gl_FragCoord.z * gl_FragCoord.z);
  18. outColor = tmpvar_2;
  19. }