gzdoom/wadsrc/static/shaders/glsl/stencil.fp

13 lines
340 B
GLSL

in vec4 pixelpos;
void main()
{
#ifndef NO_DISCARD
// clip plane emulation for plane reflections. These are always perfectly horizontal so a simple check of the pixelpos's y coordinate is sufficient.
if (pixelpos.y > uClipHeight + 65536.0) discard;
if (pixelpos.y < uClipHeight - 65536.0) discard;
#endif
gl_FragColor = vec4(1.0);
}