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- in highp vec2 v_clip_depth;
- layout(location = 0) out vec4 fragColorX;
- void main () {
- // better performance than SurfacesFragmentModifyBaseColorAndTransparency
- #ifdef CC_SURFACES_FRAGMENT_ALPHA_CLIP_ONLY
- SurfacesFragmentAlphaClipOnly();
- #endif
- highp float clipDepth = v_clip_depth.x / v_clip_depth.y * 0.5 + 0.5;
- // spot use linear
- #if CC_SHADOWMAP_USE_LINEAR_DEPTH
- if (IS_SPOT_LIGHT(cc_shadowLPNNInfo.x)) {
- clipDepth = CCGetLinearDepth(FSInput_worldPos.xyz);
- }
- #endif
- #if CC_SHADOWMAP_FORMAT == SHADOWMAP_FORMAT_RGBA8
- fragColorX = packDepthToRGBA(clipDepth);
- #else
- fragColorX = vec4(clipDepth, 1.0, 1.0, 1.0);
- #endif
- }
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