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openmw/files/shaders/shadowcasting_fragment.glsl

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#version 120
uniform sampler2D diffuseMap;
varying vec2 diffuseMapUV;
varying float alphaPassthrough;
uniform bool useDiffuseMapForShadowAlpha;
void main()
{
gl_FragData[0].rgb = vec3(1.0);
if (useDiffuseMapForShadowAlpha)
gl_FragData[0].a = texture2D(diffuseMap, diffuseMapUV).a * alphaPassthrough;
else
gl_FragData[0].a = alphaPassthrough;
}