- /**
- * @file shadowF.glsl
- *
- * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
- * $License$
- */
- uniform sampler2D diffuseMap;
- varying vec4 post_pos;
- void main()
- {
- gl_FragColor = vec4(1,1,1,texture2D(diffuseMap, gl_TexCoord[0].xy).a * gl_Color.a);
- gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
- }