// XC_BUILTIN_SHADOW_CASTER_OPENGL_PS #version 430 layout(binding = 0) uniform sampler2D uBaseColorTexture; layout(std140, binding = 1) uniform MaterialConstants { vec4 gBaseColorFactor; vec4 gAlphaCutoffParams; }; in vec2 vTexCoord; void main() { #ifdef XC_ALPHA_TEST vec4 baseColor = texture(uBaseColorTexture, vTexCoord) * gBaseColorFactor; if (baseColor.a < gAlphaCutoffParams.x) { discard; } #endif gl_FragDepth = gl_FragCoord.z; }