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

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// Copyright 2020 Google LLC
Texture2D colorMapTexture : register(t0, space1);
SamplerState colorMapSampler : register(s0, space1);
void main([[vk::location(0)]] float2 inUV : TEXCOORD0)
{
float alpha = colorMapTexture.Sample(colorMapSampler, inUV).a;
if (alpha < 0.5) {
clip(-1);
}
}