20 lines
338 B
GLSL
20 lines
338 B
GLSL
/**
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* @file shadowF.glsl
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*
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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#version 120
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uniform sampler2D diffuseMap;
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varying vec4 post_pos;
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void main()
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{
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gl_FragColor = vec4(1,1,1,texture2D(diffuseMap, gl_TexCoord[0].xy).a * gl_Color.a);
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gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
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}
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