procedural-3d-engine/data/shaders/glsl/shadowmappingcascade/depthpass.frag

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#version 450
layout (set = 1, binding = 0) uniform sampler2D colorMap;
layout (location = 0) in vec2 inUV;
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void main()
{
float alpha = texture(colorMap, inUV).a;
if (alpha < 0.5) {
discard;
}
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}