Files
fall-fever/data/shaders/pointShadowDepth.frag

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;
}