armory/raw/forward/shadow_map.frag.glsl

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2015-12-17 20:07:23 +01:00
#ifdef GL_ES
precision mediump float;
#endif
#ifdef _NormalMapping
#define _Texturing
#endif
varying vec4 position;
void kore() {
float normalizedDistance = position.z / position.w;
normalizedDistance += 0.005;
gl_FragColor = vec4(normalizedDistance, normalizedDistance, normalizedDistance, 1.0);
}