Last change
on this file since 12091 was
12091,
checked in by wiesep, 6 years ago
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Updated programs and adjusted Material to work with GLSL>150
|
File size:
690 bytes
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Line | |
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1 | #version 100 |
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2 | |
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3 | precision mediump int; |
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4 | precision mediump float; |
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5 | |
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6 | uniform sampler2D diffuseMap; |
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7 | |
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8 | varying vec4 oUv0; |
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9 | varying vec2 oDepth; |
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10 | |
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11 | //////////////////////// GRASS SHADOW CASTER |
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12 | void main() |
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13 | { |
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14 | float alpha = texture2D(diffuseMap, oUv0.xy).a; |
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15 | |
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16 | // Do manual alpha rejection because it is not built into OpenGL ES 2 |
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17 | if (alpha < 0.588) |
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18 | { |
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19 | discard; |
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20 | } |
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21 | |
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22 | if (alpha > 0.001) |
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23 | { |
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24 | gl_FragColor = vec4(1.0, 1.0, 1.0, 0.0); |
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25 | } |
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26 | else |
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27 | { |
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28 | float finalDepth = oDepth.x / oDepth.y; |
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29 | // just smear across all components |
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30 | // therefore this one needs high individual channel precision |
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31 | gl_FragColor = vec4(vec3(finalDepth), 1.0); |
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32 | } |
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33 | } |
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