EG/RenderPipelineFile/rpcore/shader/templates/shadow.frag.glsl
2025-12-12 16:16:15 +08:00

60 lines
1.9 KiB
GLSL

/**
*
* RenderPipeline
*
* Copyright (c) 2014-2016 tobspr <tobias.springer1@gmail.com>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*/
#version 430
%defines%
#pragma include "render_pipeline_base.inc.glsl"
#pragma include "includes/vertex_output.struct.glsl"
%includes%
%inout%
layout(location = 0) in VertexOutput vOutput;
#if OPT_ALPHA_TESTING
uniform sampler2D p3d_Texture0;
#endif
void main() {
#if OPT_ALPHA_TESTING
// Alpha tested shadows. This seems to be quite expensive, so we are
// only doing this for the objects which really need it (like trees)
float sampled_alpha = texture(p3d_Texture0, vOutput.texcoord).w;
if (sampled_alpha < 0.1) discard;
#endif
%alpha_test%
#if 0
// This prevents the effect compiler from emitting a warning about
// a undefined hook.
%material%
#endif
}