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depthpass.frag 203B

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  1. #version 450
  2. layout (set = 1, binding = 0) uniform sampler2D colorMap;
  3. layout (location = 0) in vec2 inUV;
  4. void main()
  5. {
  6. float alpha = texture(colorMap, inUV).a;
  7. if (alpha < 0.5) {
  8. discard;
  9. }
  10. }