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maszyna/shaders/vk14/alphashadowmap.frag

14 lines
293 B
GLSL

#version 460 core
#define STAGE_FRAGMENT 1
#include "common.glsl"
layout(location = 2) in vec2 f_coord;
#pragma texture(tex1, 0, sRGB_A)
layout(set = MATERIAL_SET, binding = MATERIAL_TEXTURE_FIRST + 0) uniform sampler2D tex1;
void main()
{
if (texture(tex1, f_coord).a < 0.5f)
discard;
}