15 lines
246 B
GLSL
15 lines
246 B
GLSL
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#version 330
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in vec4 FragPosition;
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uniform vec3 lightPosition;
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uniform float farPlane;
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void main()
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{
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float lightDistance = length(FragPosition.xyz - lightPosition);
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lightDistance = lightDistance / farPlane;
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gl_FragDepth = lightDistance;
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} |