shadow.fs 328 B

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  1. #version 300 es
  2. precision highp float;
  3. uniform float lightClipNear;
  4. uniform float lightClipFar;
  5. float LinearDepth(float depth, float near, float far)
  6. {
  7. return (2.0 * near) / (far + near - depth * (far - near));
  8. }
  9. void main()
  10. {
  11. gl_FragDepth = LinearDepth(gl_FragCoord.z, lightClipNear, lightClipFar);
  12. }