Files
Cubed/assets/shaders/depth_fragment_shader.glsl
zhenyan121 e224110452 feat(renderer): add runtime shader and shadow mode controls
Introduce user-controllable shader on/off, shadow mode (rotated Poisson disk, 3x3 grid, or off), light cull face, and discard transparent in depth pass. Expose all settings in new dev panel "shader" tab. Move ambient strength slider to the new tab.
2026-06-17 20:16:20 +08:00

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344 B
GLSL

#version 460
in vec2 tc;
flat in int tex_layer;
layout (binding = 1) uniform sampler2DArray samp;
uniform bool is_discard_tranparent;
void main() {
if (is_discard_tranparent) {
vec4 texColor = texture(samp, vec3(tc, tex_layer));
if (texColor.a < 0.8)
discard;
}
//gl_FragDepth = gl_FragCoord.z;
}