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authorDan Goodliffe <dan@randomdan.homeip.net>2026-01-31 02:51:16 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2026-01-31 02:51:16 +0000
commitbc0958cc863083b4082161bf12456fdf28ab1c77 (patch)
treef970782f232d86325f14a36b83125791f24335af /gfx/gl/shaders/shadowStencil.frag
parentInitial commit using tesselation shader to create curves (diff)
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Rename shader source in keeping with glsl expectations
Swaps name/type of generated files to match class names and source files.
Diffstat (limited to 'gfx/gl/shaders/shadowStencil.frag')
-rw-r--r--gfx/gl/shaders/shadowStencil.frag17
1 files changed, 17 insertions, 0 deletions
diff --git a/gfx/gl/shaders/shadowStencil.frag b/gfx/gl/shaders/shadowStencil.frag
new file mode 100644
index 0000000..3269f69
--- /dev/null
+++ b/gfx/gl/shaders/shadowStencil.frag
@@ -0,0 +1,17 @@
+#version 460 core
+
+layout(binding = 0) uniform sampler2D textureAlbedo;
+
+include(`materialDetail.glsl')
+include(`materialCommon.glsl')
+in vec2 gTexCoords;
+flat in MaterialDetail gMaterial;
+
+void
+main()
+{
+ if (getTextureColour(gMaterial, gTexCoords).a < 0.5) {
+ discard;
+ }
+ gl_FragDepth = gl_FragCoord.z;
+}