Files
XCEngine/engine/assets/builtin/shaders/shadow-caster/shadow-caster.frag.vk.glsl

23 lines
600 B
GLSL

// XC_BUILTIN_SHADOW_CASTER_VULKAN_PS
#version 450
layout(set = 2, binding = 0) uniform texture2D uBaseColorTexture;
layout(set = 3, binding = 0) uniform sampler uLinearSampler;
layout(set = 1, binding = 0, std140) uniform MaterialConstants {
vec4 gBaseColorFactor;
vec4 gAlphaCutoffParams;
};
layout(location = 0) in vec2 vTexCoord;
void main() {
#ifdef XC_ALPHA_TEST
vec4 baseColor = texture(sampler2D(uBaseColorTexture, uLinearSampler), vTexCoord) * gBaseColorFactor;
if (baseColor.a < gAlphaCutoffParams.x) {
discard;
}
#endif
gl_FragDepth = gl_FragCoord.z;
}