new-shaders/objectmap_fs.glsl

11 lines
226 B
GLSL

#version 330
uniform sampler2D tex;
in vec2 texcoords_pass;
layout(location = 0) out float fragmentdepth;
void main() {
if (texture(tex, texcoords_pass).w == 0) {
discard;
}
fragmentdepth = gl_FragCoord.z;
}