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raylib/examples/shaders/resources/shaders/glsl100/depth_write.fs
2025-09-21 13:28:30 +02:00

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GLSL

#version 100
#extension GL_EXT_frag_depth : enable
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
void main()
{
vec4 texelColor = texture2D(texture0, fragTexCoord);
gl_FragColor = texelColor*colDiffuse*fragColor;
gl_FragDepthEXT = 1.0 - gl_FragCoord.z;
}