fteqw/engine/shaders/vulkan/depthonly.glsl
Spoike 24cd9a1c21 update triptohell's self-signed cert.
fix some more compile-time issues.
fix some vulkan issues that are probably what's breaking amd gpus.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5005 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-07-17 18:41:01 +00:00

26 lines
672 B
GLSL

//!!permu FRAMEBLEND
//!!permu SKELETAL
#include "sys/defs.h"
//standard shader used for drawing shadowmap depth.
//also used for masking off portals and other things that want depth and no colour.
//must support skeletal and 2-way vertex blending or Bad Things Will Happen.
//the vertex shader is responsible for calculating lighting values.
#ifdef VERTEX_SHADER
#include "sys/skeletal.h"
void main ()
{
gl_Position = skeletaltransform();
}
#endif
#ifdef FRAGMENT_SHADER
void main ()
{
//must always draw something, supposedly. It might as well be black.
//in gl anyway, vulkan doesn't need it. gl_FragColor = vec4(0, 0, 0, 1);
}
#endif