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LearnOpenGL/src/5.advanced_lighting/3.2.2.point_shadows_soft/3.2.2.point_shadows_depth.fs

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;
}