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authorBugraAlptekinSari <[email protected]>2023-01-01 20:17:28 +0300
committerGitHub <[email protected]>2023-01-01 18:17:28 +0100
commit3cfb9a6e83af9a94a2d1d57dd6bbfba738c09b2a (patch)
tree1f787d5563e2d2e9e2d2a93b41cdd4a9175a4d62 /examples/shaders/resources
parent30b75702df9d5d8f1ce2b9c7911b05e992b777f5 (diff)
downloadraylib-3cfb9a6e83af9a94a2d1d57dd6bbfba738c09b2a.tar.gz
raylib-3cfb9a6e83af9a94a2d1d57dd6bbfba738c09b2a.zip
[example] Writing into the depth buffer (#2836)
* Add a depth buffer example. * Fixed a typo
Diffstat (limited to 'examples/shaders/resources')
-rw-r--r--examples/shaders/resources/shaders/glsl100/write_depth.fs15
-rw-r--r--examples/shaders/resources/shaders/glsl330/write_depth.fs13
2 files changed, 28 insertions, 0 deletions
diff --git a/examples/shaders/resources/shaders/glsl100/write_depth.fs b/examples/shaders/resources/shaders/glsl100/write_depth.fs
new file mode 100644
index 00000000..5167efb8
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl100/write_depth.fs
@@ -0,0 +1,15 @@
+#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
diff --git a/examples/shaders/resources/shaders/glsl330/write_depth.fs b/examples/shaders/resources/shaders/glsl330/write_depth.fs
new file mode 100644
index 00000000..36c70fe4
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl330/write_depth.fs
@@ -0,0 +1,13 @@
+#version 330
+
+in vec2 fragTexCoord;
+in vec4 fragColor;
+
+uniform sampler2D texture0;
+uniform vec4 colDiffuse;
+void main()
+{
+ vec4 texelColor = texture2D(texture0, fragTexCoord);
+ gl_FragColor = texelColor*colDiffuse*fragColor;
+ gl_FragDepth = 1.0 - gl_FragCoord.z;
+} \ No newline at end of file