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| author | Ray <[email protected]> | 2023-03-13 23:35:06 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2023-03-13 23:35:06 +0100 |
| commit | 6d5082f8d6f28a4aa8a308f5df4679eb06f5cbff (patch) | |
| tree | 588836c2b37b98763439014c5d85803173649052 /examples/shaders/shaders_write_depth.data | |
| parent | 8fccc4f304f844e6f063385153dc9c5ce4526edc (diff) | |
| download | raylib.com-6d5082f8d6f28a4aa8a308f5df4679eb06f5cbff.tar.gz raylib.com-6d5082f8d6f28a4aa8a308f5df4679eb06f5cbff.zip | |
ADDED: New examples and compiled for raylib 4.5
Diffstat (limited to 'examples/shaders/shaders_write_depth.data')
| -rw-r--r-- | examples/shaders/shaders_write_depth.data | 17 |
1 files changed, 17 insertions, 0 deletions
diff --git a/examples/shaders/shaders_write_depth.data b/examples/shaders/shaders_write_depth.data new file mode 100644 index 0000000..341c611 --- /dev/null +++ b/examples/shaders/shaders_write_depth.data @@ -0,0 +1,17 @@ +#version 100 +#extension GL_EXT_frag_depth : enable +precision mediump float; // Precision required for OpenGL ES2 (WebGL) + +varying vec2 fragTexCoord; +varying vec4 fragColor; + +uniform sampler2D texture0; +uniform vec4 colDiffuse; + +void main() +{ + vec4 texelColor = texture2D(texture0, fragTexCoord); + + gl_FragColor = texelColor*colDiffuse*fragColor; + gl_FragDepthEXT = 1.0 - gl_FragCoord.z; +}
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