procedural-3d-engine/data/hlsl/shadowmappingcascade/depthpass.frag
Ben Clayton cce75f1859 Add shaders re-implemented in HLSL
These were written against the shaders at revision eddd724e7.
There have been changes made since then, which will need to be mirrored.

See `data/hlsl/README.md` for the current status of each sample.
2020-05-21 12:58:13 +01:00

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GLSL

// 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);
}
}