17 lines
No EOL
391 B
GLSL
17 lines
No EOL
391 B
GLSL
#version 420 core
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in vec4 FragPos;
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uniform vec3 lightPos;
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uniform float far_plane;
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void main()
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{
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// get distance between fragment and light source
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float lightDistance = length(FragPos.xyz - lightPos);
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// map to [0;1] range by dividing by far_plane
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lightDistance = lightDistance / far_plane;
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// write this as modified depth
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gl_FragDepth = lightDistance;
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} |