17 lines
390 B
GLSL
17 lines
390 B
GLSL
#version 330 core
|
|
in vec4 v_fragmentPosition;
|
|
|
|
uniform vec3 v_lightPos;
|
|
uniform float pointShadowDepthMapFarPlane;
|
|
|
|
void main() {
|
|
|
|
// Distance between fragment and light source
|
|
float lightDistance = length(v_fragmentPosition.xyz - v_lightPos);
|
|
|
|
// map to [0;1] range
|
|
lightDistance = lightDistance / pointShadowDepthMapFarPlane;
|
|
|
|
gl_FragDepth = lightDistance;
|
|
|
|
} |