Files
LearnOpenGL/src/5.advanced_lighting/3.2.1.point_shadows/3.2.1.point_shadows_depth.fs
2017-04-23 12:52:47 +02:00

16 lines
336 B
GLSL

#version 330 core
in vec4 FragPos;
uniform vec3 lightPos;
uniform float far_plane;
void main()
{
float lightDistance = length(FragPos.xyz - lightPos);
// map to [0;1] range by dividing by far_plane
lightDistance = lightDistance / far_plane;
// write this as modified depth
gl_FragDepth = lightDistance;
}