VoxelEngine/res/shaders/shadows.glslf
2025-05-07 20:42:50 +03:00

12 lines
210 B
GLSL

in vec2 a_texCoord;
uniform sampler2D u_texture0;
void main() {
vec4 tex_color = texture(u_texture0, a_texCoord);
if (tex_color.a < 0.5) {
discard;
}
// depth will be written anyway
}