Depth.glsl 541 B

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  1. #include "Uniforms.glsl"
  2. #include "Samplers.glsl"
  3. #include "Transform.glsl"
  4. varying vec3 vTexCoord;
  5. void VS()
  6. {
  7. mat4 modelMatrix = iModelMatrix;
  8. vec3 worldPos = GetWorldPos(modelMatrix);
  9. gl_Position = GetClipPos(worldPos);
  10. vTexCoord = vec3(GetTexCoord(iTexCoord), GetDepth(gl_Position));
  11. }
  12. void PS()
  13. {
  14. #ifdef ALPHAMASK
  15. float alpha = texture2D(sDiffMap, vTexCoord.xy).a;
  16. if (alpha < 0.5)
  17. discard;
  18. #endif
  19. gl_FragColor = vec4(EncodeDepth(vTexCoord.z), 1.0);
  20. }