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54 lines
723 B
GLSL

@module shadow_mapper
@vs vs
in vec3 pos_in;
in vec2 uv_in;
out vec3 pos;
out vec2 uv;
uniform vs_params {
mat4 model;
mat4 view;
mat4 projection;
};
void main() {
pos = pos_in;
uv = uv_in;
gl_Position = projection * view * model * vec4(pos_in, 1.0);
}
@end
@fs fs
vec4 encodeDepth(float v) {
vec4 enc = vec4(1.0, 255.0, 65025.0, 16581375.0) * v;
enc = fract(enc);
enc -= enc.yzww * vec4(1.0/255.0,1.0/255.0,1.0/255.0,0.0);
return enc;
}
uniform sampler2D tex;
in vec3 pos;
in vec2 uv;
out vec4 frag_color;
void main() {
vec4 col = texture(tex, uv);
if(col.a < 0.5)
{
discard;
}
float depth = gl_FragCoord.z;
frag_color = encodeDepth(depth);
}
@end
@program program vs fs