/** * @file shadowF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * $/LicenseInfo$ */ uniform sampler2D diffuseMap; varying vec4 post_pos; void main() { gl_FragColor = vec4(1,1,1,texture2D(diffuseMap, gl_TexCoord[0].xy).a * gl_Color.a); gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); }