Fry3DX/engine/shaders/depth.frag
Nexoniarz f3e8eca87b Fry3DX 0.4: an easy 3D modeller
Shapes with live settings, shape editing, knife and hole tools, drawing
shapes onto other objects, combining objects (add / subtract / overlap),
copies, thickness, painting with stickers and layers, a Layout tab, a
Print tab with checks, packed .fry files with autosave, export to GLB,
glTF, FBX, OBJ, 3MF, STL and PLY, folders in Layers, its own crash
screen, and a website for GitHub Pages in docs/.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NMSrd5oe1GpUD7E6d825KP
2026-10-19 21:18:35 +02:00

11 lines
368 B
GLSL

#version 460
// Depth pre-pass (r_prepass): only the depth, with alpha-tested texels cut out like mesh.frag
// does, so the scene pass shades each pixel once (what's hidden behind isn't lit for nothing).
#include "backend.glsl"
#include "model.glsl"
layout(location = 1) in vec2 v_uv;
void main() {
if (sampleTex(pc.textures & 0xFFFFu, v_uv).a < 0.5) discard;
}