13 lines
No EOL
343 B
GLSL
13 lines
No EOL
343 B
GLSL
uniform sampler2D TextureMap;
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varying float CameraDepth;
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varying vec2 TexCoord;
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void main()
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{
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// draw the typical textured output to visual framebuffer
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gl_FragData[0] = texture2D(TextureMap, TexCoord);
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// write "normaliized vertex depth" to the depthmap's alpha.
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gl_FragData[1] = vec4(vec3(0.0), CameraDepth);
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} |