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| author | Ray <[email protected]> | 2023-03-14 13:39:33 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2023-03-14 13:39:33 +0100 |
| commit | 54ccb18e87645b6330960f1f88d5473f3171904d (patch) | |
| tree | 456196c959a52d14f7be66a18da1290fc6bf9bcf /examples | |
| parent | 3d64598e11ecb9dc8f09440fba49ffbfe460c0d3 (diff) | |
| download | raylib-54ccb18e87645b6330960f1f88d5473f3171904d.tar.gz raylib-54ccb18e87645b6330960f1f88d5473f3171904d.zip | |
Update write_depth.fs
Diffstat (limited to 'examples')
| -rw-r--r-- | examples/shaders/resources/shaders/glsl330/write_depth.fs | 11 |
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; } |
