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fgdata/Shaders/HDR/geometry-shadow.frag
2021-07-23 07:46:05 +02:00

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290 B
GLSL

#version 330 core
layout(location = 0) out vec4 fragColor;
in vec2 texCoord;
uniform sampler2D color_tex;
const float ALPHA_THRESHOLD = 0.5;
void main()
{
fragColor = vec4(1.0);
float alpha = texture(color_tex, texCoord).a;
if (alpha <= ALPHA_THRESHOLD)
discard;
}