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authorRay <[email protected]>2023-03-13 23:35:06 +0100
committerRay <[email protected]>2023-03-13 23:35:06 +0100
commit6d5082f8d6f28a4aa8a308f5df4679eb06f5cbff (patch)
tree588836c2b37b98763439014c5d85803173649052 /examples/shaders/shaders_write_depth.data
parent8fccc4f304f844e6f063385153dc9c5ce4526edc (diff)
downloadraylib.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.data17
1 files changed, 17 insertions, 0 deletions
diff --git a/examples/shaders/shaders_write_depth.data b/examples/shaders/shaders_write_depth.data
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+#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;
+} \ No newline at end of file