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authorRay <[email protected]>2023-03-14 13:39:33 +0100
committerRay <[email protected]>2023-03-14 13:39:33 +0100
commit54ccb18e87645b6330960f1f88d5473f3171904d (patch)
tree456196c959a52d14f7be66a18da1290fc6bf9bcf /examples
parent3d64598e11ecb9dc8f09440fba49ffbfe460c0d3 (diff)
downloadraylib-54ccb18e87645b6330960f1f88d5473f3171904d.tar.gz
raylib-54ccb18e87645b6330960f1f88d5473f3171904d.zip
Update write_depth.fs
Diffstat (limited to 'examples')
-rw-r--r--examples/shaders/resources/shaders/glsl330/write_depth.fs11
1 files changed, 8 insertions, 3 deletions
diff --git a/examples/shaders/resources/shaders/glsl330/write_depth.fs b/examples/shaders/resources/shaders/glsl330/write_depth.fs
index 88a4113f..f0e07bee 100644
--- a/examples/shaders/resources/shaders/glsl330/write_depth.fs
+++ b/examples/shaders/resources/shaders/glsl330/write_depth.fs
@@ -1,15 +1,20 @@
#version 330
+// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec4 fragColor;
+// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
+// Output fragment color
+out vec4 finalColor;
+
void main()
{
- vec4 texelColor = texture2D(texture0, fragTexCoord);
+ vec4 texelColor = texture(texture0, fragTexCoord);
- gl_FragColor = texelColor*colDiffuse*fragColor;
- gl_FragDepth = 1.0 - gl_FragCoord.z;
+ finalColor = texelColor*colDiffuse*fragColor;
+ gl_FragDepth = 1.0 - finalColor.z;
}