roc_samples/data/shaders/shadow_pass1.frag
cecilkorik 12cb7128f7 split everything in roc_samples out of the main roc project
refactored as needed to make roc work as a shared library, without any stupid import hacks
2017-05-08 23:49:09 -07:00

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GLSL

uniform sampler2D TextureMap;
varying float CameraDepth;
varying vec2 TexCoord;
void main()
{
// draw the typical textured output to visual framebuffer
gl_FragData[0] = texture2D(TextureMap, TexCoord);
// write "normaliized vertex depth" to the depthmap's alpha.
gl_FragData[1] = vec4(vec3(0.0), CameraDepth);
}