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-rw-r--r--examples/shaders/resources/shaders/glsl100/write_depth.fs4
-rw-r--r--examples/shaders/resources/shaders/glsl330/write_depth.fs6
2 files changed, 7 insertions, 3 deletions
diff --git a/examples/shaders/resources/shaders/glsl100/write_depth.fs b/examples/shaders/resources/shaders/glsl100/write_depth.fs
index 5167efb8..341c6115 100644
--- a/examples/shaders/resources/shaders/glsl100/write_depth.fs
+++ b/examples/shaders/resources/shaders/glsl100/write_depth.fs
@@ -7,9 +7,11 @@ 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;
+ 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
index 36c70fe4..88a4113f 100644
--- a/examples/shaders/resources/shaders/glsl330/write_depth.fs
+++ b/examples/shaders/resources/shaders/glsl330/write_depth.fs
@@ -5,9 +5,11 @@ 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
+ gl_FragDepth = 1.0 - gl_FragCoord.z;
+}