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

13 lines
No EOL
203 B
GLSL

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