procedural-3d-engine/data/shaders/shadowmapping/offscreen.frag

10 lines
No EOL
187 B
GLSL

#version 450
layout(location = 0) out vec4 color;
//layout(location = 0) out float fragmentdepth;
void main()
{
// fragmentdepth = gl_FragCoord.z;
color = vec4(1.0, 0.0, 0.0, 1.0);
}